We've had a little project in the works on the side for a few months to celebrate our 15th year of orbiting this crazy internet. We wanted to do something different and something physical. We commissioned a commemorative artwork by Tim Doyle to honor the milestone. You can see the image here in the post, but we'll get a…
Hello All, I have recently started to take a new direction with my portfolio site design because I was getting bad feedback. I wanted to get some more opinions and JesseMoody has been stressing the fact that this is my best resource. Here are some of my ideas, nothing is set in stone. Jesse mentioned that I might want to…
Nice work, this looks really sweet! If you’re open to feedback at this late stage, your presentations/flats could potentially benefit from some changes. The three-sword image is a bit confusing. The front and back views look like they have different lighting; this could be because you painted some lighting into the color…
...and this has made me question our relation to how people consumes ''content''. Note here: ''NORMAL PEOPLE'' As if artist aren't normal people; Nope, we're this collective of high elite individuals who hvae gatekept the road and path to illustrative self-expression! It's almost as if Artist were this annoying gate/wall…
Hey! I'm trying to put a different texture on the backside of a plane - for peeling wallpaper. I've tried the TwoSidedTexturing node. It's worked for normals and roughness but the colour is black. The colour shows correctly when I put a point light next to the object. Any help with this is appreciated :) Here's my set up.…
Well, what happens to me is... if I try to apply the cloth modifier to say, a modeled shirt that I've placed over the character... the collisions fail quickly. But, if I create the outline for a shirt using Splines and then apply the Garment Modifier it actually creates a side of the same object but with a mesh specific…
Hi Lemenus. Maybe these pics will help you. As you can see, the barrel is radially symmetrical. I have a cylinder choke installed in the muzzle, but the overall wall thickness is the same as a regular 590A1. The bottom side does have a flat section to make room for the slide.
Well its been a while since I last posted on here. I could do with some input from you peeps. This will probably be a refinement process nothing is even close to finished as I want to use this to push my skills up. So I will be using this as a learning exercise more than anything. So critique away (could really do with it)…
Take into account how close you will be able to get to an object in game, and what the platform will be. I recently had to re-do a boatload of textures because when we got our 360 dev kit hooked up to some high def TVs, and the textures just looked like pixelated garbage. For example: If you have a non-tiling 256 covering…
Subdivision sketch: Basic tubular frame intersections. This is a visual quick reference for segment matching when joining offset cylinders. The cylinders in this example have different diameters but it still works when the diameters are the same. Note the subtle changes in segment count and loop routing as the cylinders…