Day 103 of #360daysofart 🏮This time, I did not eyeball my deodorant model. I took photos and used them in the viewport. I learned more about threads from John Dickinson's TopoTalk part 2. 🏮I did more research on UV unwrapping and texturing.
Hello everyone guys! Its my first post here, so i am sorry if something made wrong. This model was made approximately in 2013-2014 for Assassins Creed Syndicate, by a very talented artist Mathieu Goulet. https://www.artstation.com/artwork/lEkPz Does anyone have any ideas on how exactly these clothes were modeled? And in…
Hallo All, I've ran across a problem with a new project Im working on, the idea of the project is to make a toon-like animation with some ambient light. After trying the different options that 3Ds max 2013 gives ( ink n paint material and the mental ray falloff map + contours shader ) I didn't totally like the result that…
Is anyone using Metahuman as a basis for creating characters? We have been playing around with Metahuman for a month, but we don't want to use the out of box characters that you can create with the Metahuman creator since we feel that the faces look a bit bland from up close and far away in a game environment. Using LOD 0…
I am doing the exact same thing with max 2013, cat and unity 3.5.6f4. Exporting a rigged character using fbx 2013 I get errors Followed is a list of bones that are converted to geometry. Followed by a list of bones that don't comply. So here is the strange thing. Supposedly you had to collapse trajectories for the cat rig…