I found these examples of well optimised meshes. Assets like these on Artstation would be good reference B) https://www.artstation.com/artwork/0Zxoy https://www.artstation.com/artwork/x3nnAX https://www.artstation.com/artwork/JbLvz
Ok, so after poking around and doing some reading and thinking on the problem, I'm starting to think my initial guess was right - that this is an issue of gamma correction. This means two things: #1 - You artist types arent just smoking crack or anything :P In fact actually whoever originally picked up on the whole "use a…
I also had this question recently. I took some models from modern games (PUBG, MK11) and pretty much all of them do have thickness on "hanging" parts of their clothing - even if a tiny amount. Which seems like it's bound to have inter-penetrations when it's simulated. I guess I'm just thinking in terms of Unity cloth sim -…
Hi there. As I've been working on a pistol project I've gotten some good feed back, And some question on edge on control in zbrush. After seeing such interest in it, I wanted to see what i could come up with. The biggest thing i came up with was creating a retopologization in all quads, Then creating fast edge loops with…
So what did you do to achieve the far right example? I see that the edges are jagged, but from the side you don't have wavy lines, which is what I'm after. All my examples / tests have the result of your middle cylinder.
Hey! Do you guys know what makes old graphics, old? Take a look at broodwar for example They are sprites made from 3d objects, but they have a unique look, maybe its the color limitation, maybe old render engines, what is it? Some more examples:
Not that hard, if I understand you correctly. Here's a super-simple example, max 8 format. Uses a UDynaFlect deflector, which lets you choose arbitrary geometry. Replace the particle system and you're good to go. http://www.ericchadwick.com/examples/files/particles_filling_a_box.zip
I don't think that's an especially good example, i was just messing before going to bed ^^ You shouldn't look too much for complex examples and super large and impressive shading networks, some very basic effects can easily simulate a large range of materials :)
i saw some good hair examples from some of the entries in comicon challenge 2010, and the varga tut is a widely referenced method, but I think this topic needs exploring further by artist & engineers, or perhaps I just need more practice:) and another texture example I made with finer hairs
It says it's scanned, so it's from a real surface. Here's their preview render: Could be replicated with a Cellular or Voronoi pattern, using varying cell sizes. For…