so I need to ask on workflow reasons (Im thinking it works on the same principles but I could be wrong) Basic polygonal model/block shape Sculpt in your basic forms with standard or clay brush After that once your forms are in and your chiseles of lines are drawn etc You mask out pieces and chunks and use the planar…
pelt mapping is overrated and rather bad implemented in max with the separate and tiresome seam marking. What you should care however about is the relaxing of the uv's and max is actually quite good at this.* Just select all the faces and have some planar mapping (in the edit uvw modifier panel) which will cause the whole…
I get where you're coming from with the mirrors edge loading screen stuff. I'm not 100% what the alternative is though, b/c like, the reality is I should be using reference for everything I'm doing, and I don't know if it's better for me to reference some crap footage off youtube just b/c it's not as well known. Do you…
thank you and all the others too :) @thesplash: the tile system was based on one simpe 256x256x256 block, with that we created basic shapes for blocking the gameplay, after that i started creating the more detailed tiles, we worked in 3 packages, one with the boxy blocks, one with the gfx blocks and one thats beeing used…
1970's? Really? I thought Crichton- (checks the internet) no he wrote it pre 1971, you're right. Wow. What made me think that guy was in his twenties in 1980? I guess that explains why he died so 'young'. Ok yeah I'll check that out. I was always meaning to read that book too. It's been more time consuming than anything.…
Eq, noob, middle-click that shit. "I can't work the internet, someone help me!" At least it's not a lightbox where you can't open anything in tabs or save the image (as that's how some lightboxes stupidly work). I love the presentation of the weapons. Nice way of showing how it might look ingame in terms of placement,…
very cool piece, I love your details. I'm interested to see how everything comes out when you bake it down. My only suggestion would be to round your edges. This is more of a personal preference, I tend to do it with all of my high poly models. A subtle rounded edge on the arches above the door and the square columns will…
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super easy: "Dos thus have thou a mug of ale for me and me mate, for he hath been pitched in battle for a fortnight and has the king's thirst for the frosty brew dos thou might have for thus!"
Hi, I'm trying to make sense of the workflow from low poly to high poly. Basically here is one of my model: My goal is to bring this into zbrush and just trim some edges to make it looks old. My initial thought would be to UV in maya --> bring fbx into zbrush to work on it --> bake the high poly from zbrush onto the low…