I am accustomed to use custom and often parallel or perfectly radial on cylindrical forms vertex normals and transfer them to lods . That way it works independent of any topology and through several lod levels usually . Support lops and bevels don't survive through lods very well . Also I often transfer /use same UVs on…
I'm in the middle of finishing up my portfolio and resume this week. I have to re-render everything and update all images on my ArtStation website. Is it a good idea to protect your artwork/property with initials (or even hidden initials in the image/video)? It is better to say "Art by Author_Name_Here? What about contact…
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The 2d view is still a 3d projection in painter - it's just done in UV space. The whole foundation of the painting system is projected brush strokes so I can't see them implementing anything like that - especially given that it's a pretty niche use case.
Weight painting and rigging. I was hoping to get away with one of the pre-made rigs, but couldn't get anything working. Figured it would be faster to just rebuild a rig from last project than looking for solutions. Quick corrective wrist bone: And here's a problem that plagues EVERY ONE of my projects and makes me want to…
Hello! This is my very first time using PolyCount, and what a better way to introduce myself and the situation. My name is Brittany Batchelder, and I'm a professionally working Illustrator & Writer for the Book/ Tarot & Publication industry, and currently a freelance 2D Concept Artist w/ 3D Art Skill-sets. UPDATED: June…
Hello once again! Starting back up in this thread as I have begun updating this project trying to do things a bit better than last time. The main thing has been the modular kit that I am remaking, starting with the arch house. When I started the project, I wanted it to be a sort of hero piece but ended up having it not…
created my own version of max's Blizzard and Superspray.... to start I've added 2 new default mesh objects... both quads with one having additional data passed in a mapping channel so it can be used with camera facing shaders... the other is just ordinary mapped quad with vertex shading dependent on the particle age..... I…