Yeah by eye is a good start. But to further proliferate on what Paul has said, take the example of a watch and its strap around a hand. Model the watch as is, but then of course you don't really know exactly how the strap should go. So make an instanced copy, and rotate that version into place. You can then work on a…
Hi there and welcome,:) WHY / GOAL I've been trying to model some guns lately. I really want to perfect my workflow in this. with the main focus on the texturing. So now i wanna test this out in the public and see if I am doing it correctly, or that i still have a lot of errors. WHAT I'll be trying it out on this rifle. A…
Hey @Anchang-Style yeah its pretty straight forward for this sheet you want all your base meshes to be on the same plane when it bake and the floaters i have at the bottom of the sheet are still "base" meshes then i have floaters on top of the trims and floaters on top of floaters (floater-inception ahha :) ) anyway for…
Hey Folks! I just wanted to share a quick technique for textures. This is an easy way to make your shapes "pop" of the screen a little more, and make things feel a little more stylized. It should be used sparingly, but it can produce some nice effects. How about if you guys share some results with this technique on your…
No non-love on my end when I mention this. Though I think it would be cool to see a "Make something" on any engine contest happen. Pretty much a competition of all competitors working to make something cool on an engine of choice and based on that winner (whichever engine) & let there be some sort of winning prize to come…
Really nice work! Are you using any custom materials, apart from the ones you're using for animation? Id also be very interested to hear if youre using baked lighting at all in this. It doesnt look like it, but Ive noticed indirect lighting+ AO are a big part of Tim Reynolds' style of rendering. ^I think thats what…
Usually its basemesh (created in maya or zbrush with dynamesh, zspheres etc) > sculpt > retopology > uvs and bake For making things like mouth bags I add it after the retopo step, take the mouth parts into zbrush and sculpt them, then bake out the mouth separately and combine the maps in photoshop (called an exploded bake).
Before you go any further I'd take another stab at the proportions DK! Bring in his waist a little bit at the sides (to add to the silhouette) and make his legs longer while you are at it, especially below the knee. Doing that should bring the arms lengths into proportion with the rest of the body. Other than take keep…
This is interesting... just last week I watched a 3dMotive tutorial that included a section on 3dsMax Render to Texture and thanks to the responses, it's just now 'clicked' with me. I love this site! :) I'm much more comfortable with PS than I am 3dsMax (2012) because I've only been using Max for 3 months (PS about a year)…
Hi guys, this is my first post here. I am currently in my final year studying 3D Computer animation and am studying Physically Based Rendering. I have made a short survey, takes around 1 and a half mins to complete about PBR and texturing. If you have the time it would be incredibly helpful to hear from such talented…