Yeah these days you’ll never get full project funding without a prototype. This goes for everyone, including established industry names. However, depending on where you’re based, it may be possible to get funding to build a prototype and develop the best pitch. We’ve done that a couple of times in the UK. For this, the…
Well its time to get back at it, i've been working on this korra fan art from the awesome redesign done by Den Rodichev this is my progress so far still lots of things to refine, hands are still very wip, pants need more detailing, the head is not finished yet, in general all the belts and clothes will need some polishing…
I just can't get over how good this fur looks. It's full, dynamic, relatively shiny, and it's all real-time. Any ideas on how they did it? At first I figured it was the old "fins and shells" but I don't see the hovering segments you get from that. Unfortunately there's no Iwata Asks for this game...
We used to have a bunch of SDKs (skin development kits), UV'd lowpoly meshes that artists shared for fun on this forum, that anyone could try re-texturing themselves. Great learning material about how people organize optimized UVs! We have several threads for these, like…
Hello Polycount! My good friend Tim Moreels ( @MadGunslinger ) and I are extremely hyped by Overwatch (like all of you, don't try to hide it) so we decided to design a fan-made character for Overwatch, from sketches to the final 3D model. I will be doing the Concept Art and he will be in charge of the 3D, and yes,…
IMO hair cards are a waste of time on anything that isn't similar to long human hair (ie thin, long and shiny) What you see in the image below is fundamentally a fin and shell based system on PCP and is the correct way to approach anything that requires large areas of dense fur.
Today I worked on sculpting some wear and tear to so modular assets and baking the normal maps on to the low poly versions. I had never used marmoset before. It was fun to play around with. I also started working on my first material in Substance Designer.
well I fixed some plumbing, which I loathe doing , but there was water leaking down the walls, so had to be done. Never underestimate how much fun using a pipe cutter is :0 Also had ro replace the bathroom sink taps cartridge, which was fun
I think the point is not how to bake/render/paint fur to a low poly mesh. The question is, what kind of model do you want to make? Do you have a specific target in mind? If, like your post suggest, you just want to make a lowpoly model (simple polygon surfaces) that looks furry, then consider looking at some great examples…
sounds like a modern re-worked version of the hedge fund :poly121: Note that there are now crowd-funding advisory services that are paid services :poly122: while 80% to 90% of crowd-funding projects fail. Honestly the house always wins and money makes the world go around :thumbup: [ame]…