Hello good people of Polycount, I have a large model I want to break down into separate uv-maps so I can apply separate (2k) textures. How do I do this? -I stumbled across the multiple UV-tiling method called "U-dimension" (or "UDIM") and it looks perfect for what I'm trying to achieve. But the old tutorial I found…
Hey guys! I am new here and this is my first post - I hope its in the right place. If not please correct me. With my latest 3D project I reached a point where I dont know how to proceed and I hope you guys can help me out. I sculpted a Highpoly Zombie in Zbrush and then retopologyzed it in Maya doing the Lowpoly Mesh.…
Hi all, My name is Devon Chiu. I am a 3D artist specialized in 3D concept and production for games. Besides 3D concepts, I mainly specialized in hardsurface prop, landscape and vegetation production for real time application. Besides a few work samples below, you may find out more about my work through:…
"Art test successful" - you got the job? There's some fairly solid work here man, but honestly... given that you've got 4 working days left, i would absolutely have spent more time working and polishing this up. It LOOKS rushed, the most evident areas for this, are in things like cloth folds, which have tension across…
Hello! Ive been working on props for the final render, as well as practicing groom in houdini Here is Shadowhearts hacked off head and the knife that did it
The objective of this project is to seriously improve my photorealistic skills. As of now i've only touched the modeling and texturing part, meaning that all that comes with post-production is yet to be seen (but if you have any suggestion it would be greatly appreciated.) Needless to say the scene should ideally reach a…
Heya, I don't think there's a right way or a wrong way, and attempting to fully model this part in subdiv is certainly an interesting exercise in and of itself. I am sure you've learned a few things by doing so already, and it is a also a good test to see what is enjoyable (and practical) and what isn't. And I am sure the…
Hey everyone, I'm back with another episode of Tuesday Talks. In this episode, I'm taking the original Dragon Fly Cycle animation I created and using it as a base to build a new glide animation. I'm also showing you my workflow when animating interactions between 2 characters. The example I walk you through is a test…
Welcome aboard Grungy! You are off to a good start. It may be a bit hard to see, but the swashplate (the piece with the 5 links attached) is actually two seperate parts. The inner section has the two links connected to the rotor blade mounts, and the 3 links which connect to the servos. All you should have to do to denote…
This week I wrapped up the full blockout and I’m just about done with the high poly. I modeled the scope, the stand, and the rest of the smaller components to really help bring the sniper together as a complete piece. I also pulled in a bunch of real-world references while working on it. For some parts — like the scope,…