Hey Polycount, I wanted to show something I've been working on for some weeks now that I think I could get some feedback. He first started as a model of a prussian soldier that was going to be my first game-ready human, but then I twisted the concept to make something to push myself a bit in everything and learn some…
Hey stinkhorse: I'm super pumped about your info: mostly because you are one of the first people to have a look at these demons in the same way I created them. I wish I could go on and explain why the demons look like they do and whatnot: but I don't want to bore you too much. The horns: You have a huge point when it comes…
Progress has been slow, but is fairly substantial. Barring any glaring issues, once I build her shoes and get a little more definition in the legs, Harley Quinn's high-poly model should be done. Sometimes you really just gotta do things the hard way. I'm sure there's always an easier way, but when the standard tricks like…
As he aims down the rifle, he can see her
clearly without anyone or anything in his way. He carefully rests it on the
iron balustrade steadying it for its great appearance. He looks down the rifle
again to see if she is ready yet. There she is, on the other side of one of
Piltover’s unnatural canyons of concrete and steel,…
Hi everyone, I am an Architecture graduate who has recently decided to pursue a career in games art & design. I am in the early stages of learning the softwares and pipeline of things. I am focusing on Blender for modelling and sculpting, Substance Painter for textures and using Unreal Engine to put all the ingredients…
Hey! Glad to hear you're up for learning some Substance and other techniques. Some pointers would definitely be to go into Substance with a full set of texture bakes that match the materials needed for your model. Tangent Normal, World Space Normal, Curvature, etc. all of which are staples in most painting workflows. These…
Hello guys, I am making a break from sticker creating and tried myself on a weapon finish. I started yesterday and made a quick concept. As always, I would love to hear your feedback :) http://steamcommunity.com/id/fiwa/myworkshopfiles/?appid=730 It all started with this: And very very late in the night ended with this:…
handplane has been released and support has been moved to this thread: http://www.polycount.com/forum/showthread.php?t=116899 Hi Polycounters, handplane is a new tool being developed by Luke Hodorwicz and myself with the goal of solving tangent basis mismatch issues across multiple game engines. We are currently at an…
Hey guys! I've found the biggest problems I run into are usually rooted in bad workflow. I'm really trying to improve this by following tutorials, but I always seem to get hung up or miss something. Recently, I've been following some ZBrush tutorials from 3D motive, and while they are very helpful, there always seems to be…
I've tried disabling light tracer but it doesn't seem to make much difference. The real problem I'm encountering is that anything which comes into max from ZBrush just takes forever to bake - eg a ZB mesh optimized down to 450k will take about 10x longer to bake in max, than an equivalent 450k subdivided object in max.