This is the main reason i've stuck with fusion360 and max for CAD based stuff rather than grabbing plasticity or using MOI. Fusion is a pain in the arse but being able to load the CAD file directly into Max allows you to adjust surface parameters before mesh conversion which can save a lot of time in the basic mesh cleanup…
So lets say, you use photogrammetry/scanning of a "flat" (ground) surfaces like ehm.. ground :-), or a brick wall etc. - somewhat "flat" surfaces. You want to make them tilable - ALL the maps (diffuse, normal, displacement etc.) What programs to use to make the process of making them tileable as EASY and as fast as…
Hello polycounters I'm a normal mapping novice who is currently practicing with the technique and hoping to achieve a higher skill/comfort level. I'm working on understanding how any smoothing group info I have on my low detail model is getting baked into the normal map. I thought other beginners might benefit from seeing…
A university project requires a prehistoric creature to be modeled, mechanical elements can be introduced, or a completely mechanized dinosaur can be designed and created. For this project it was decided that a half organic, half hard surface model would be created to allow the model to show strengths in both areas. The…
tbh that portfolio is lacking you have only one asset that could be considered final and even that glove is a bit faulty in places. Otherwise there is a zbrush anatomy sketch/sculpt and another unfinished helmet and a heavy artillery thing that's also not finished but also doesn't sell you as a character artist. so first…
Those ruins were lovely modelled! Two things stood out to me though: 1. Buildings of this style tend to be built onto platforms to keep them from sinking into the ground. You may see walls appearing to pop out straight from the ground but they usually either have hidden foundations or are the contention barriers and…
Hey man! This is looking good so far, however there's a few faults that could easily be cleaned up. First and foremost, a tip I think could help you a lot is bringing the resolution down slightly in the model - especially in the body. Of course once the base is established in lower-poly you can subdivide from there and…
Hey Pogo, This looks like a really cool start! I like the wallpaper but as others have said, adding a bit of discoloration or staining across the surface will help sell the age. Yellow is a great choice though, makes me feel a bit uneasy so that's totally working. Concerning your lighting, the scene is pretty even across…
Hi @Glode Thanks! I'm really glad that you find it interesting :blush: And sure, I can let you know all about my workflow :) 1 -Get a nice concept (which in this case I made it) with an interesting silhouette, proportions and color palette. 2 -Block out the overall shapes and a little bit of details on a 3D sculpt (in my…
I feel like so far Slosh has given the best advice, which is (he can correct me if I'm interpreting him wrong), but: try to stop delineating muscles and anatomy with thin lines. Instead of 'etching' on the surface of your blockout, try to think in general terms of shape and mass. The problem I see you having is that your…