We have a lot more members now than we used to, and a lot more traffic. We have subdivided into more subforums. This makes it easier for people to focus on what they're interested in, and slows down first-page churn. But it also means less eyeballs in any one section. It's a difficult balance. I'd say be less impatient,…
Hey there Polycount, I was wondering what your workflow was when it comes to creating models. Mine has always been to start with a low poly base mesh unwrap it and build up from there. But, I've heard from different artists it's better to start from a high poly sculpt, and then work your way down. I was wondering about…
As @kanga says, if your aim is to create a real-time character then forget about messing around with posing and layers and over complicating the mouthbag. If you want to experiment with posing and layers in ZB then do it in a more focused project. As it is you may end up frustrating yourself by taking on too much at once.…
Solid advice, although combining texturesets can be done non destructively in designer and is a very good idea. Some other things... Clone brushes make stuff slow 99% of suppled or downloaded smart materials are horribly slow and needlessly complex - make your own surfaces. Clean the project often. Dont import resources to…
Just had a quick question, im making a weapon. It's low poly, around 2000 tris. I plan on making it PBR though with normal map etc Should i model the blade and handle seperatly, as two meshes and combine them when done into one. Or should i make the whole thing from a single mesh to begin with? Modeling the handle…
I'm not going to comment on the scene's itself, i'm going to give you some advice on the presentation. The video is pretty nice, but at some points a bit of slow and repeating. It's quite nice that you also show the wireframe and so on in it. As for the individual presentations, you showed the wireframe in the video's, why…
Open to different work opportunities including: - Freelance projects - Part-time / Temporary contract - Full-time positions You can have a look at my portfolio here:https://www.artstation.com/kasskafziel I work with different software including: Autodesk Maya, Blender, Zbrush, Substance Painter, Unity and Unreal Engine…
Sorry 'bout the dicky-aspects of that post. Now that I look back on it, I was speaking from ignorance. I should have asked what was meant by "forms". I should also mention, that I'm a practicioner of the ol' satire. So if it comes across as insulting, try reading it in a high voice. The thing is, I want to learn how to…
I’ve been thinking about a simpler, more modern way to manage the flow of 3D content creation, as an alternative to heavier tools like Shotgrid. The idea is a web app that focuses on clarity and ease of use, with features tailored for artists and teams: * Kanban-style board that shows what stage of production each asset is…
Hi there, I'm using Quixel DDO to create a door. The handle is Brass. It saves the goldy/yellow color in the specular map. And looks great in the 3DO. I import eveything into Unreal, create a material and assign the textures into the right slots. The brass handle comes out black instead of the gold looking color it should…