So. Finally. I think I finished the final designing process with rough details. Now it is time to retopology in Modo and refine it futher. At first I thought I would do entire process in Zbrush. But now I see I am losing my motivation because progress is so slow. So I think polygonal modelling will speed up my process.
I like the way they think, and i think a lot of independent studios have this kind of mentality. A good article to read and think about. :) http://www.fastcompany.com/1742431/pixar-s-motto-going-from-suck-to-nonsuck Pixar's Motto: Going From Suck to Nonsuck By Peter Sims In a world that is obsessed with preventing errors…
Start posting earlier in your process. Continually refresh your thread with work in progress. Bumps your topic to the first page, demonstrates you have the drive, and shows your progression. A couple threads on this topic, worth a re-read. * Why you're not getting any replies
Hi, sorry to bother you guys but i`m having a really weird problem with post process chains, i`ve been tryng to solve this and googled a lot without success. Maybe some one can help me out here. As soon as i add a post process chain to the world properties, everything looks washed out, like a gamma change or something like…
Just curious since I've been here so very long besides color bleeding "possible issues", with what i will mention what other issues are there to it? When we where learning this stuff back in the day (& this also works for concepts) was work on it at any resolution & then scale it down by /2 sharpen [not over sharpen], & do…
Hello! How's everyone? Glad to see the entries and progress everyone else has made. It’s been quite a while since my last update, school kept me busy. After finalizing the scale, proportions, and overall look of the scene, I’ve started refining the mesh details. While I’m not entirely satisfied with how the meshes look…
Update: I’d like to share some progress on my project. 🙂 Things are moving along well, though it’s still very much a work in progress. I’ll be refining the textures, making adjustments to the materials, and continuing to polish the overall project. I’ve also started experimenting with lighting and scene adjustments to push…