Some people like and don't like the decimation tool in zbrush because if everything you make is decimated, it doesn't show that you know how to retopo with proper geometry flow and an awareness of lo poly optimization. For evironment and non-deforming meshes, decimation gets the job done, optimization can always come later…
^Agree. Congrats on something I've never seen, pretty neat i can see alternatives having a stronger potential, after this one has paved the way for them. AFAIK. Edit: to add more i think a junkyard scene background with a dim lighting of your choosing might've gone a longer way with presentation, your choice. With what…
Hi all, I'm a new member here to polycount. I am interested in becoming a 3d environment artist for the game industry, and I just wanted to ask what would be relevant educational backgrounds outside of an actual 3d course. I am just curious to see where environment artists usually come from, and/or what they wish they've…
you've done a superb job with the eyes. I'd say some minor work in the specularity and tone of the skin but the eyes are always the hardest part and you've done an excellent job with em!
Well, if there's one rule for cloth in games, it is that "clothsim" isn't the obvious solution it may seem to be. Cloth in Fortnite is made with bones : https://youtu.be/Oe7fYS9qxmk?feature=shared&t=1276 More generally this kind of stuff is always more tricky to setup than what one would expect - so, never ever leave it…
Jeez Scudz, take it easy! I am having a hard time catching up with these. But on a serious note, well done. I love your style. And on an un-serious note, Where yo curly mustache at? There it is!
One thing I don't get about Sandybridge is that I believe the mobos that support it only have 4 memory slots. This limits heavy resource hog users (like us) that want to totally max out RAM (Think zbrush, etc.). Am I missing something here? Are there mobos coming that support 6 memory sticks? I know that Sandybridge draws…
//If you have problems with viewing objects with alfa maps, I made an fx file that you can use with //max so you can see color maps,alfa maps,vertex paint and vertex alfa without the seams. //Just make a text file call it "something.fx" and paste this text in it then open it from max as a //Directx Shader.…
I'm really liking the shapes of your model so far, but I'm not feeling those colors. I think the main issue with these colors is that many of them are really close in value, and they are also all really saturated. If you grayscale the image, you'll notice that the skin tone, the blue vest, the red parts and even the dark…