@Fronk3D many thanks for pointing out those areas. Certainly something I shall keep in mind when revisiting the model 👍️ Generally, polish is something I have to train 😂 Regarding basic distribution of meshes by particles, I think the hair tutorial/presentation by Daniel Bystedt covers the process I use pretty well. Add a…
Hi, A few questions if I may..I understand that normals work well in game engines etc but if you are doing work that is to be rendered out and used in computer or tv playback...what is the best method to get fine details onto geometry? I have tried and also seem to get lousy results in rendering out in 3ds max (mental…
Hey everyone, i´ve been searching for a solution for like 4 hours and can´t find anything. The tutorials on youtube werent helpful with this. I have some completly black areas (breakes,front) and at the back its a lot whiter. I found some tips but they didnt help either. I tried every possible value in "Batch Bake". When i…
That's a nice point to bring up, TeeJay! I hope I'll be able to help you out a bit. In fact I've been giving a talk on motivation for artists lately and afterwards a few people wrote me that they get really discouraged looking at other peoples work and that seemed like the point I didn't cover at all. And I was sort of…
made another script. this one exports the UVs as vectors into photoshop. it doesn't work on objects with more than 1000 polygons though, photoshop just throws an error. trying to figure out how to work around this currently: (if selection.count > 0 then(output_file = createfile "C:UVWscript.js"docusize =…
Retopo is necessary when you're using scan data, but there are programs that do automate the process. Honestly I would say that once you're in the role you'll only be doing a part of it depending on the opportunities available to you at a studio (which depends on a whole lot more factors than just how good of an artist you…
Updated the model quite a bit since I posted from the advice that was given. I redid the rear sight just because I didn't like how far apart the "sight posts" were in the original. I also rounded the rear of the sight plate as well as the slide so it wasn't so blocky. I modeled in the grip on the rear of the slide, as well…
Nothing majorly important. Right now, it's just some models that I made in max that I was going to rig in maya. The hardsurface/non deforming stuff I'll collapse to tri when coming out of max and not worry about it, the organic stuff I would prefer to leave as mostly quads for rigging, but can't find a way to keep the…
Hmm, if you want to keep the 'low poly' approach, get rid of the shell/have the shell conform to the sphere eye mesh (because that's what's looking a bit off). Go for fully painted-in spec for the iris instead. I personally don't feel it matches the concept so well, but it'll still look good/better that way and it'll play…
Sorry man, I tend to disagree with that quite strongly. Respect should be earned with hard work on your craft and not throwing money and time at what everyone else does. If your colleagues don't take you seriously then either you're not good enough of a professional or a person. Or they can just be mean. But it has nothing…