Position Information Title - 3DS Max Character Artist Type - contract position Starts - Immediately Duration - approximately 4 weeks, with strong opportunities for future contracts Time Commitment - 30-40 hours preferred. Compensation - competitive, depending on experience Software Required - 3DS Max, Adobe Photoshop About…
Ambitious project! I'm looking forward to the progress. I see that you've added sidewalks in the streets, is there a worldbuilding reason for that? Cause I've never seen any in european medieval town. If you look at photos of Montpellier for example, which is where I'm from, the historical center has no sidewalks because…
I mention bevel shader in my breakdown and since there is this excellent technical article about it I thought I'd link it here as well. Might be handy for people who are not familiar with it but want to see the pros and cons and how it works. :) Small side note, bevel shader is not something "new", it has been around for…
Amazing project (watched your YT vid as well) so cheers for sharing and also congrats, no doubt looks as though was a ton of work involved :+1: I particularly like the cloth sim'd objects especially those creased folds or wrinkled cloth they're quite realistic, for example on what appears to be a TOPP or MOPP suit? If so,…
you can mask by UV position - just mess with the texcoords (eg. clamp them - theres better options but I'd need to have the editor open in front of me to do it) and use the result as a mask for a lerp (don't use switches/branching, its very bad for gpus) edit: knocked an example up in designer instead. this will give you a…
Looking good! Let me see if i can get some input here: On the UVs, anything that is nearly vertical or horizontal should be perfectly aligned, here are some examples. Even if the uvs become slightly distorted, its worth it so u dont get any aliasing on the model overall. I would still go back to HP and make some changes,…
It's all context-dependent, something you learn best by doing. My advice is to try forcing yourself to stick to a lower resolution, and fix the problems you see. You will learn how to minimize repetitive features in a texture that is tiled. You will also learn how to leverage vertex blending and other techniques like…
This page will serve as a resource for all the Editors of Polycount and continue useful information for making blog posts, articles/interviews/tutorials, images and so on. Useful image information, relating to blog posts on Polycount.com Page 1: Creating posts with Wordpress Page 2: Important information regarding image…
I have noticed that 3d takes a lot of time. For example, at the start of my 3d journey, I modeled Daewoo Tico in 100 hours: https://www.artstation.com/artwork/0ngAey My other works on Artstation also indicate work time, so that one can compare.
We thought the example of the robot being automatically unwrapped was fairly misleading. This was due to the automatic unwrapper only being able to give one UV shell per mesh. It seems that this tool works for some organic examples ( such as those given by yourself) , but isn't ideal for hard surface unless the mesh is…