Hello! I want to share some images what can be used when unwrapping models. I hope somebody will find them useful :icon15:. Images are hosted on Github images goes in two sizes 512x512 and 1024x1024. Source files in psd format are also available on Github Below is an example
Hello, I am looking for work and my prices are cheap. Looking for great games to build my portfolio around. I am great with creating machines or weapons. I can also texture models if needed. Here is my portfolio: http://www.xero3d.com/ Texture Example: Weapons:
Is there a way to hide/not render the geometry of your base character model using vertex ID's to avoid dissecting your character into pieces, or is that just the standard practice? My idea was to essentially have for example, loose clothing replace the character's legs by turning off certain ID's. If it's possible, is…
Hey Guys, I was wondering if anyone knows a super fancy or preferably easy way to align things such as spikes in a row quickly to a face normal, really getting sick of hand placing the damn things. Here's a example of what I'm taking about in the real world(his arm acc stuff)
Hi folks. I Have 20kk scanned mesh (on the left) divided onto 16 parts (example on the right). How can I merge them together (In ZBrush or in any other program)? Tried projection brush (to project geometry on the other mesh) but the mesh is too complicated to project without issues). Thanks.
Not meant for game art use, but it's interesting tech that could be adapted for such. I wish for a cloth sim that recognizes overlapping geo so for example hard armor on cloth with folds and creases that reflect that. $99 for non commercial, otherwise $699. http://www.marvelousdesigner.com/Marvelous/Default.aspx…
Can someone explain me what does "non-manifold" mean? for example if I have 3 separate objects grouped together into one object (but it's 3 separate parts really, 3 so-called shells) are they manifold or not? Netfabb shows no errors and says the mesh is ready but I'm confused.
What are the techniques to work on a prop that is zeroed in a scene with symmetry, but at the same time have it posed? For example, I have a sword on the floor that I can easily work on, however Id prefer to preview it on the characters back. I would use a layer, but rotation destroys my model.
Hey, I've encountered this many many times in the past, but never really felt the need to figure out what was causing it. But now it's really bugging me! How to I get my faces to show up as a full red color, instead of just the edges showing red? Example: Thanks!
I'm working on adding detail to the body mesh of this character I'm working on, and when I use the mask to get the detail going, for example, the boot straps, it's not detailed enough and there are a lot of blocky artifacts. Should I step up to about 2.5 million polys to correct this? Any ideas?