Hi there, I'm a noob at 3d modeling, this mesh I'm about to show you is probably going to make many of you experienced folks cry, but that's what I'm here for is so I can get some advice. I'm trying to make a 3d bullet proof vest in blender. I currently have the vest in a mirror modifier which is why it appears to be split…
Hello, marvelous work on this site. Very nice to be here. I wanted to share with you some progress on a few images for my professional portfolio. Different states of completion. I hope you enjoy it. Silhouetts.
Please review my new site and suggest me how to improve it. Here the site link: Brushes photoshop http://brushesphotoshop.net/ But about optimisation: I think u should make a pagination - is too much items on homepage. I'd love to be able to make my own personal professional website, but unfortunately I'm not that…
I've searched the normal mapping thread and i didnt find this tip so I thought I'd post it here. If you are rendering with mental ray there is a superb time saving feature called 'Round Corners'. Basically any hard edges the shader sees are automatically 'beveled' using a bump mapping trick. The cool thing about this is…
Welcome to our 8th monthly unofficial Dota 2 workshop friendly competition This month we are keeping the single item style and this month of september the theme will be "Single items to FEMALE heroes" (or based on Female Heroes (couriers, huds, wards, announcer packs) ---The competition the idea of the competition is to…
Thx so far for the input, I really appreciate it :) @Neox: Yes, I know what you mean. I fought this by using an alpha mask of the rendered particles to smooth down the outline effect. Here's a comparision shot (the fire effect has been pushed up for demonstration purpose), the upper shot is without considering particles,…
Sorry i have to disagree, We have a dual xbox360 Kinect system here in the studio, for simple storybord animations. it works fine on both ipisoft and brekel and some face capture software i dont know the name of. Again, we use it for simple Viz animations or things and still needs a lot of cleaning after. also its nothing…
I'm working on an leaf texture and I've gotten a lot of help by following this article and the respective .SBS graph: My leaf texture is looking great, but in the interest of actually knowing what's going on, what the hell is going on here? I'm at a part where I'm creating the leaf veins using a tile sampler node, edge…
What I described is a weapon creation pipeline for the weapon art niche. It's a standard corporate pipeline. I asked for an evaluation of my mid-poly model, taking into account that it was created for macro shots. There was no question here about which pipeline was better or worse. If you are not familiar with this topic,…
Generally I make LOD0 first, then reduce to make LOD1. It can be a really tight fit sometimes, but I'd rather that than try and add detail to a LOD1 mesh (it's generally easier to remove geometry than add it in). LOD0 is shown in the hero select/loadout screen and when you zoom right up to the hero in-game, and on the hero…