I've been working on this for a year, actually it's roughly 4 months, but I had very little time to spend on this project last year so that's why this took this time. Whatever, let me talk about the project. The part one is finished, this was a nvidia waveworks study I did to learn and understand the usage of that plugin…
Ryse Moss Tutorial Hi, I'm Patrick Gladys - Environment Artist at Crytek in Frankfurt/Germany. In this tutorial I will show you how to create moss the way we did it in Ryse. Some people might think we used a shader for that, but in fact it was an old school trick we used on this to create the effect of a nice fluffy…
Hey @Fronk3D, cool to see that you continued with the model. Here some thoughts on what you wrote: Sculpting: Curious to see the level of sculpting you will apply. As I see it, the subject is primarily hardsurface, so one could get away with s-div modeling. Or even paint textures (e.g. height to normal map). Clothes: I…
Just an idea, how about the field to the left of the shot, making that look as if it has been ploud (if I have spelt that correctly). To my eyes it looks like its empty but anything taking up the verticle space would be to much since you already have those trees there. Just a suggestion of course :P
take a close look on your mesh... there are some edges moved to the site... some verticies are really close together... they look like one vertex... and to get the hard edgdes... 1. go in object mode 2. shift + rmb --> soft harde edges --> soften/harden this will set hard edges based on a face angle...
this is the results using a scale, but tried using a local axis. it's still off, but that is damn close. the collaps is closer, but still isn't "perfect", which i feel can matter for instanced geo. and i may have a metal complex that prevents it (note the verticle edges bend inward slightly.)
Slum: Every vertex in your UV map corrosponds to an Vertex in your 3d model...now if you break an object apart, as you have here, now you essentially have 2 verticies in your UV to represent just 1 in your model. Does that clear it up?
I was wondering if anyone can recommend some (affordable) software to procedurally generate and render environments such as mountains, lakes, martian landscapes, etc. I basically need to generate a skybox (6 textures that map inside a cube) and am looking for software that can both generate and render the environments and…
ok, so my initial sculpt was made using arshes basemesh (i love it.) but now that it comes to the actual normalmapping part etc, i've rebuilt the low poly mesh to the point where it no longer resembles the basemesh, and has many new/removed verticies. is it still possible to import this new low-res mesh into zbrush and…
hey does anyone know if or what the max equivalent to the maya Mel script move- x 0; is so that i can snap large groups of verticies to x=0 all at once? not a huge deal im just crossing over the programs and trying to familiarize myself with the Max version of the tools i frquently use in maya. Any help is much…