I'm working on an arcade machine model based on the assets from Cyberpunk 2077. Here's my work so far Here is some final artwork from one of the artists who worked on this asset: https://www.artstation.com/artwork/8eooKO. I used this and some screenshots I took in the game for reference. I'm more or less happy with the…
this was recorded using 2025.3 and ctrl is irrelevant, all it does is hiding the shadow circle that shows rotation in max the rotation is by draging the mouse in parallel to the tangent of the point from which the axis was grabbed in blender its by circling around the gizmo in maya (on my end), its by draging along the…
Company: Ciney (Mobile VFX App) Location: Remote / Global Description: Ciney is a new mobile VFX creation tool that lets creators blend 3D assets into real-world scenes in minutes. We are launching a Seed Creator Program to test Ciney with talented 3D and VFX artists. This is a paid testing program: participating artists…
Hi there, first time making a thread here. If anybody wants to follow the progress in any other place feel free to check my Twitter and Tumblr: https://twitter.com/Wabbaboy http://wabbaboy.tumblr.com/ So, I'm a 3D artist living in Europe, I don't have professional experience but I worked in a couple of quite long student…
you'll have to either put the individual imges in a size box, or use a size box for the grid panel. also make sure the layout for the images isnt expand to full, but just centered or align left/right. That's the layout buttons at top of detail panel. If it is set to fill completely I believe that will even override a size…
While the face normals (the one from a center of each triangle ) looks perfectly up those normal are derivative as a median of vertex normals in triangles corners. The bottom left corner for example , clearly not 90 degree up . it's what creates shading gradients. Face weighting, or direct normals editing could fix it .…
Some concept touch ups (wasn't feeling the honeycomb for now), mostly colour tweaks, as well as some blocking out. Not happy with the current look at the moment, but I'll work on it :] I think it looks bad because stylisation doesn't match, it should get better once the body gets merged down smoothed and stylised. Face…
Hi all, I recently completed this sci-fi environment with the intention of using Quixel Suite 2 as extensively as possible. After posting it on the Quixel Tools Group on Facebook I was contacted by Eric Ramberg from Quixel who asked if I would be interested in posting a breakdown of it, so here we are. I'm not sure how…
It is indeed an improvement @Donkey_Kong. Here is how I would approach this next: 1. Pick 1 shot that you will use to prove out the whole process 2. Add a placeholder character as reference for scale. You can use metahuman to get something close. 3. Use it to better understand if you got the proportions right. For that you…