Hey everyone, I am working on modeling this generator, but I am having trouble with getting these vents in place. Any tips on how I can get them into the mesh without messing it up? Or would floating geo be more appropriate for this?
Working on a 3D face of my self. image of me below. Process: creating a lowpoly in max subdividing it up in zbrush and re working it zapplink to texture re-toplogised in max Unwrapped the low tri finally transferred texture to the 4.5k model
Hi everyone. Recently I have been watching many hours of video tutorials and decided to model something simple for practice. I basically made wall with two pipes (top and bottom). I also wanted to make it so I could repeat it as much as I need (I think it is called a prop but correct me if I'm wrong.) Please critique.
These are the finished screen shots of a project I have been working on, I did some minor tweaks to the spec and added a lens flare to the eyes. I also did a little basic modeling to the side of his head. http://imgur.com/a/LUfUc#0
Hello, Im just modeling Rinko's face. The process is mostly on zbrush. I just feel like Im missing something :/ Any C&C's would be appreciated, especially from people who like to work in zbrush! :D Cheers! :D
yo! ya can google out some decent modeling references/concepts,but can someone please tell me where I can find the MOST ACCURATE references,i need th complete a demoreel and get me job lol:poly142:
*IN NEED OF A 3D CHARACTER MODELER* Grin Rippa' Group [Team Name] <a href="https://smg.photobucket.com/albums/v661/Alex0Xander/?action=view¤t=onlinelogosmall.png" target="_blank"><img src="https://img.photobucket.com/albums/v661/Alex0Xander/onlinelogosmall.png" border="0" alt="Copyright of Grin Rippa Group(c)"></a>…
Hey Polycount, Longtime stalker/admirer/hobby modeler here. I'm currently working on my honours thesis in Computer Science and while I'm well versed on the professional pipelines and how long its takes me to go from high poly sculpt to game ready model, for purpose of my thesis, I was wondering what the average time an…
There is a way to 'cheat' said issue, and I did it some time ago, but not sure how well it will translate to UDK or any real-time asset at all. I basically chamfered my edges, but very slightly (on a copy model of my LP) and used that in xNormal to bake out my stuff. This meant the new chamfered edges had not UV, and I…
Fun to see the other responses. I realized after posting this I should have mentioned WHAT I was modeling that patches were so useful for. I'm making cartoonish clothing, shoes last night. This all has started from one or a couple of splines, caged then some patches detatched/copied and altered via extrudes or bevels and…