Hey guy's I'm fairly new with sub-d and I have run into a problem I can't figure out. I scuplted my mesh in mudbox for all the organics on my guy, because previous attempts to do the hard surface in mudbox was a disaster and frustrating. So I planned on doing the organics then transferring the mesh from mudbox to max 8,…
Hi, i have a question about the way the enviroments in The order 1886 were modeled. For example here (from David Budlong's amazing ArtStation) Why are perfectly flat surfaces like the floor or these panels on the left subdivided so much? Also in this pic, even the glasses in the windows are inset. Why is that? From looking…
Edit : Hello Polycounters! I thought I needed to bring this to the top so people don't get confused by the stylized sculpts (Satsuki Kiryuin and Motoko Kusanagi) As I've recently made the decision of creating 3D characters that are more realistic, like what you see in Dragon Age: Inquisition, Mass Effect 3, Uncharted 4…
ok, heres the deal. im trying to get the transparency shader working for one of my character model's hair. and it does. to some extent. here is the current shader: <font class="small">Code:</font><hr /><pre> models/players/sephiroth_jacket/hair { cull disable { map models/players/sephiroth_jacket/hair blendFunc…
Hi! So I've been working on a several different sets of assets for some time and I think that one of them is done. Here is viewer with low setting to be able to upload it here, coz artstation gives you only 50Mb for the viewer. Garbage bags looks so clean, coz I will add dust and dirt in the Unigine via decals. To make it…
Project Title: Negative Plus Description: In NP you play as Evander, an android who is a soldier for a global superpower. But he begins to question his role in this organization, and seeks out the ‘mythical’ “emotion processor” that would let him hang up the sword and become a human like being, capable of emotions and…
You're getting seams because you have seams in your UVs :) - If you want to avoid them you can: 1. stitch those faces to the top surface edges so its seamless in your UVs (This will mean you have seams on the underside, though) 2. Use a projection method instead of UVs. When I do wood things that need contiguous grain, I…
Hi, I'm a 3D artist looking for remote work / projects to work on. Familiar with creating props and characters based on created concepts. Skills - Hard-surface props - Character / creature modeling - High poly / low poly modeling - UV / Baking / Texturing - Clean topology - Light and rendering - Traditional drawing -…
I'd say n-gons are fine - useful even - specifically on high poly models, If they help with shading (pentagons are the most useful). Especially n-gons don't matter if they're on flat surfaces. Also, if you're exporting your high poly models to an external baker, your HP will be made out of quads anyway (due to a standard…
1) Unwrap your low poly. Any surfaces that end adjacent to a harsh edge should be their own UV island. In this specific case, the top, four sides, and each inside portion of each hole should be separate, which means they shouldn't be touching or overlapping. 2) If you have any islands that are stacked on top of others…