ok, so i've used the groupsplit tool to split my mesh down, but it's done it by element, so both boots are now different subtools. i can't edit one and have those edits show on the other, how can i merge two subtools into one? also, uvwmapping in zbrush sucks -_-
Hi guys, I'm finishing my degree in animation & vfx and just put together my final show-reel and would really appreciate some feedback on it It mainly focuses on 3D modelling, with elements of texturing and lighting Here's the link http://vimeo.com/169371877 Thanks in advance =)
Hi everyone! I think I'll make Rumble - he is one of my favourite characters. I won't go far from the original skin but at the same time want to include some new elements. Have no desire to change him drastically as super galacsy skin too.
Hello, here are some updates! I started to add some rocks and to play around with all the elements to get the scaling right. The models are made in Blender and rendered in Unity (where I miss the Ambient Occlusion very much at the moment).
The references and concepts should provide pretty interesting elements for your piece. However, I did notice you have a little guy sitting on your throne and would like to remind you that the rules said that characters aren't allowed!
The plan for today was to make some doors, but instead I ended up being stuck making some funky pattern elements for carved wood, which for now make up this one finished panel: Why is this so huge jeez
Hey @EvArt, the scene is really coming together, the background elements really help to tie it in, the lighting is also great! I was wondering how you got the ivy in the scene, was this a shader? or did you foliage paint the leaves onto the wall?
Looks cool, but I don't think that this is a extraordinary looking gun. IMO it's just a M4 with blocky elements. There are too few highlights. But your modelling looks really neat, so you've got that going for you, which is nice! ;) Cheers
If you select by Polygon or by Element, you can paint in solid colors. The way this works internally, is the vertices along the edges between polygons get multiple colors per vertex, which ends up looking like a hard edge.
The sloped parts of the ceiling and a few other elements of the layout are really accentuating how low it is. This isn't necessarily a bad thing if you're going for a really claustrophobic space. I guess the question is what are you trying to convey with your room?