Hi all, I wanted to know what use cases supporting edges, beveling and creasing would be used for 3d modeling. I'm creating a mix of game ready and cinematic models for practice. This is my software setup. In case software version matters. Some people have mentioned certain packages have issues exporting creased assets or…
We are Arcade Freelance, a small video game agency based in the western United States! We are currently searching for a UI/UX Designer to collaborate on a client project requiring the following (Note: this is a paid short-term contract lasting 6-12 weeks): Criteria: - Expertise in designing user interfaces for both mobile…
So i'm working on this model in my free time just as a hobby. And i think I reached the point where i'm done sculpting and want to start retopologizing.I only have Maya to do this. Problem is I made my clothes by using the Zbrush extract feature which gave me the following result. As you can see, my clothes are hollow, and…
Sorry, with "straightening" I didn't want to sound odd in any way, my apologies, I merely tried to use it in a wider sense as an umbrella term describing not only unwrapping perspective projection into front ortho one but also making the image ready for tile-able texture and have regularly spaced repeating details ,…
just following a tut wont make you internalize the skills used in it, your following it up with your own project to use the skills right after there still fresh in memory, which helps them go into your long term memory and helps you get a good context in your head of when best to use these skills. I doubt just following…
Hi fellow
polycounters, I’m doing a
bit of research about thumbnails on Artstation and have some questions on how
you think what’s most important for a thumbnail. I will use
this info for a small test on school to create an image that should stand out
on a predefined Artstation page and should be selected by the test…
I have an ortho projected photogrammetry of a racing track rumble /curb stripe . It follows a track turn so is naturally bent . With drain plates going in parallel . I need to straighten it into a repeating texture . Usually do it in 3d package with bend modifier first then a tedious job of UV points matching . re-baking…
This is great, love it! My first impression is the wood props could use a bit more attention to how real-world furniture is created. Usually the wood grain follows the longest dimension of the part. So the desk legs should have the wood grain be parallel to the legs. Etc. Keep going! You're on the path to making really…
Nice! And you are posting this right before the lunar fest :D I'll wait for you to texture this out before giving this anything, following your statement that there is much to be done here. EDIT: If you are improving the wow models than this is a good piece so far. If you are just following the reference...there are marely…