the first thing i would suggest is to download a ripped 3d character and analyzing their textures, how much of what you perceive as shading or depth is actually shading and how much is actually texture (hint: a lot) then there is a bunch of really funky solutions, the rimlight for instance seems to sit on a hand authored…
Hello everyone! I Hope you're doing well in this insane 2020, pretty busy times are ahead. For this time I want to share the coming soon base mesh I will upload on the Marketplace soon. In the first months of 2020 I've realized that I had to dig deeper into the logic behind Retopology. I know how much it can be hard to…
Hey Everyone, I am kind of crowd sourcing ideas on how to accomplish a task I have at hand. Here is the run down, I have a client who produces vinyl graphics for UTV's and would like to be able to do some renders of the graphics on a 3D model of the UTV itself. I have been given the templates that are actual spline paths…
Hi there, I'm in the midst of trying to take a very detailed organic sub-d mesh and clean up the topology so it can be taken into Mudbox. What I really need is a (preferably free) plugin/tool that can highlight any tris or n-gons within the mesh, so I can go in and quad those areas before importing them to Mudbox. I used…
Hey guys, i have been a marmoset user for a long time. Since i updated my video card (from a 650 ti) some months ago i have been seeing this errors on high poly meshes. It looks like some kind of smoothing error or artifact. This screenshot was taken using the rifle high poly render example. The artifacts usually show less…
Hi all! I have been working on this woman after work recently and thought it was finally ripe for some feedback on anatomy, proportions etc. before I go into further detailing! The body is based on a couple different references (ecorches and real life women) but with the face I was aiming for a likeness of the actor Lily…
no, you'd be potentially saving time. The sooner you get animations in to play test the sooner you can see where potential issues may lie and adjust accordingly. As long as the skeleton hierarchy is exactly the same it doesn't matter what the rendered mesh looks like for the game engine. Oftentimes proxy mesh is just a…
Hi everyone! It's the first time for me posting in these forums but I've been reading them for quite a while now. I've spent the last 6 months working on this portfolio : https://www.artstation.com/deiansm and I would love some honest feedback from you guys! I'm going to try my luck and see if I can get hired in some video…
if you're on a recent version of Mudbox, then you don't have to worry too much about changing details on your mesh (paint or sculpt) after you have started work. Mudbox has a 'Transfer Details' option, and a 'Transfer Paint Layers' option. These features allow you to make changes to meshes and texture layers even though…