This is a project I did for work earlier this year. I only just got around to retexturing it in dDo. Let me know what you guys think. Its got 2 4k maps and clocks in around 32,000 tris.
My name is Titus Lavrov and I'm looking for some freelance environment/vehicles work while I am seeking full-time employment. I had more than 5 years of creating 3D content for video games. Here is my on-line portfolio link: http:\\TitusLavrov.com For more info and samples please email me :thumbup:
Hey guys! Hope I'm posting this in the right place. This is wip of a model I've been working on--this is my first attempt at a hand painted 3d model. It's been a huge learning experience so far, and any critique on how to push the material rendering would be really helpful. (I'm trying to go for the WoW style) Thanks!! the…
I dont know if it's correct behaviour. But when I use Zapplink to link zbrush to photoshop the image size becomes different. In zbrush is 2048 *2048 but in PS is 1474 *916.So when I paint in PS it looks blurry. I checked size by going to inage- image size and it appears different after zapplink linking? Why?
I can't figure this out, I tried this, but it always returns true even if I close the window? textureWindow -query -exists "polyTexturePlacementPanel1Window";
Hi there! My name is Alexander, my portfolio: https://www.artstation.com/blackfenix_urs LinkedIn profile: https://www.linkedin.com/in/unrealrealitystudio/ email: unrealrealitystudio@gmail.com
Hi, I’m a 3D Modeler (Character, Prop, etc) and looking for a work. Hopefully, need a fulltime work. My website here www.conceptman.com/danny If you want to see more artwork… Please, contact me mypenmouse@yahoo.com Thank you Danny
So I'm trying to make this sword blade, and I've had no end of problems with it. I finally seemed to have removed all of the shading artifacts, as is shown by the high specularity material I have applied in 3DS max, and then when I brought it into painter, my materials were rotating for no apparently reason along the…
I'm trying to uvmap a hand the same way I would in Max 8, i.e. cut around most of the edge, then pelt map it so that it comes out with the top and bottom halves connected and lying next to each other. The thing is, so far all the tutorials on Maya are saying that using the cylindrical and planar projections, are all that…