finally got around to seeing this. It was exactly as expected : brilliant to look at, and really well handled action scenes ... but i'm still none the wiser as to the point of the film. Before i went in, i had the idea that it'd just be a (well-deserved) exercise in boyish self indulgence ... and left the cinema with not…
Been putting off posting in here for a few days. Guess I will do it now! -Finish and release my puzzle mod Pipe Dream, even if it's not 100% perfect or 100% the vision I had. -Gain an advanced understanding of ZBrush and integrate it into my pipeline. -Gain an advanced understanding of high poly modeling and integrate it…
Hello Dota Item Makers, I've been busy trying to wrap up my first set - a set for Spirit Breaker. The theme I was going for was his charge. I wanted him to have a giant horn attached to a piece of protective shoulder/back armor shaped with a bit of forward motion. For the wrists, I used the horn idea, and went for two…
Hey so I've been doing a lot of research on these topics but the little things are stumping me. I created a jellyfish head out of an nCloth mesh, assigned a couple locators to the top and bottom ring of verticies, and applied a squash deformer to the mesh. I then animated a bounce upwards using that system. However, the…
I've had a note on my desk for a couple weeks now telling me to "POST A WALKTHROUGH" and now that I've tuned the lighting outside a bit so it doesn't feel like you're walking into the afterlife, I have made one! Here is the OWHQ Jan2018 Progress Walkthrough: https://www.youtube.com/watch?v=D8uwYfSW9tE Obviously, this is a…
As a veteran figure painter and sculptor (mostly modifications) I just wanted to add to some of the tips and recomendations given. I too was in a similar situation a while ago, minus the 3D sculpting machine...lucky! Just want to share some of my knowledge so you guys might have an easier time. One of the reasons why the…
Pretty cool. Looks sort of convincingly cobbled together. Close inspection I see the hilt bind and string is repeated on all blades, but you really have to look. Well done.
My character model is skinned and the head animates with morph targets in 3ds Max. My stack is as follows - from bottom to top: * editable poly * morpher (for face morph targets) * edit poly (for attaching the head to the body) * and skin (skinning of entire body) But oh noes... problems... After animating my model, I felt…
Hi. The texture on that shirt seems to be mapped with screen \ window coordinates: instead of you mapping the shirt by hand to make UV coordinates with seams etc., you map it directly in your vertex or pixel shader based on the screen coordinates of the shirt pixels. -…
Got a good start there and I'm glad to see you've done a lot of research, your going to need that. If you are using ZBrush, you can import images as reference which would really help you when you are roughing shapes out --> [ame] https://www.youtube.com/watch?v=2b8pATe5Rp8[/ame] So it looks like some of your proportions…