Hi guys, I'm a student currently studying 3D Modelling and Animation. However, I feel as though I am bottle-necking on my renders for some reason. I am in the middle of my Graded Unit, at rendering stage but for the below image which is a 3 simple spheres w/ textures (1x 6K Surface, 1x 6K clouds w/ opacity and 1x…
So currently I am trying to retopo a really complex high poly object(Tons of gaps and little nooks) and get a decent looking Low Poly. Sadly the Freeform tools in 3DS Max are making me rip my hair out. Whenever I use "step build" or "surface" to fill in areas with open vertices, the damn tools pick out vertexes that are…
So I've been doing a lot of hard surface rigging lately and was generally annoyed at the Component Editor and painting skin weights in general, so I'm working on a tool that speeds up the skin weighting process. I have a video this time! http://youtu.be/GbeXhTk1pEM This tool is mostly for hard surface stuff but it's got…
these textures have height maps etc, which dont show in Substance designer, but I was wondering about some advice, regarding the top texture and the way the metal rods penetrate the concrete, as the concrete looks completely flat and if a stick was to penetrate a gel surface you'd expect distortion in the shape of the…
So I'll try to explain this the best I can - I've been trying to use zbrush for my hard surface needs for a while now and one issue I have repeatedly encountered is the lack of mirroring in the radial symmetry options, for example: In the above image I am trying to achieve the orange shape. Using radial symmetry I…
Hi guys ! I was wondering if any of you knew what is the tech or the method used to deform the snow in the Ski game Steep by Ubi ; or if any of you had any input about how to do it ? I've already looked for the Batman Arkham Origins Method [GDC Vault Presentation], and searched for an adapted way to do it in Unreal Engine…
One advice I'd like to share is that once you have a 3D character that demonstrates process and technical details such as high -> low, UV mapping, texturing and presentation, for future models I would focus on making detailed high res sculpts that show anatomy and also include creatures and hard surface characters. The…
Just a heads up to this as well for future consideration, it looks like across that stone material you are still getting the linear falloff from your material. It is less noticeable for two reasons though; one is the texture is less uniform and has larger shapes to add visual breakup even though I don't believe it is…
zbrush is awesome, but sometimes you just need to do retopology by hand in your favorite old school modeling program. nearly every program has some kind of retopo workflow with shrinkwrap modifiers and surface snapping. if your looking for the cleanest possible mesh zbrush just wont do it for you. fire up max, maya,…
Sorry haven't read the whole thread but i think the scene is way to dark. Your loosing all your hard work to the doom3 syndrome i.e. pure blackness in the shade. Could be my monitor, but i doubt it's much brighter? All those torches would be bouncing red coloured light off the surronding surfaces, yet theres no reflection…