Howdy, I'm looking for a skilled 3d sculptor who can hard surface model characters as seen in star wars in A-Poses. These models will be in 40mm proportions and reference images will be provided in Pureref files. I'm also looking for someone to potentially frequently commission over the next several months too if we work…
From my experience it's same in every ray-tracer I tried. And always been that way. Mostly coming from sky/environment light . Guess it's why they do small quads with displacement + actual bevels instead of hard edges outside of gamedev. Hard edges is a gamey thing. Actually I have seen a subtle hard edge reveling with…
Gotta agree with Mik2121! :) Also, if possible, I'd like to see some different kind of hard-surfaces: for the moment, we did "mechanical" hard-surface. What about "electronic" hard-surface? For example:
I'm still a bit confused by the care-free "polycount doesn't matter" attitude of Nanite. I know it performs amazingly well for static meshes, but I can't wrap my head around the logistics of importing 5M-poly meshes into UE5. 1. If you're importing ~1GB+ FBX files into UE5, wouldn't that be impractical just for syncing…
Hello, first time posting here! I've studying rocks for a while in blender but I'm having a hard time with it, looking for some tips and feedback on how to improve it.
Hello everyone, Should I use Blender or Zbrush to go about hard surface modeling? I've heard the new Zbrush 4R2 has gotten a few more tools for hard surfaces. Can anybody speak from experience working on hard surfaces starting in Zbrush? I will eventually be switching from Blender to 3d Studio Max once I have enough money.…