Hey guys! I don't post on polycount often, but I should! For the past few months I have been taking a course with CGMA called characters for Films and Cinematics with Pete Zoppi and I could not recommend this course more. It is an amazing course and Pete was really helpful with everything. Hair was done in XGEN and all…
My latest work and first somewhat successful attempt at a realistic human. Modeled in Maya and Mudbox, I used texturing xyz maps for fine detail, and xgen for hair. I rendered in Arnold 5. There are definitely some things I would do differently if I were to do a second pass, but it's taken enough time already and it's way…
Hello all! I've been literally dead on the community for a while. SOme of you might know me from 2D thread. I've been grinding and learning the entire 3D modelling / animating / rendering workflow, and finally managed to make one bust that has been modeled / topologized / textured / rendered all by meself! This is my first…
Hello guys, Autodesk have removed mental ray from 3dsmax and with that removed baking options such as: -Ambient Occlusion (Baking skybox with scanline is way to slow) -Any cool light bouncing (Using final gather) -High poly models baking (Scanline is super slow) Arnold doesn´t have any baking option. Everything need to be…
This project started as many of my others did. I just wanted to take my mind of the work and create something just for myself. So I took some of my older models and put them through the nice new features of Arnold renderer and play a little bit with the details. At first I thought that it would be another take on Marv from…
Statement, a creative post-production house based in Barcelona, is currently looking for a Senior Generalist TD to join our team as soon as possible and for a long-term contract. The Senior CG Generalist TD is a methodical and technical professional with demonstrated experience across a broad range of CG skills.…
Keep in mind you don't have to make every edge beveled. You could bake perfectly beveled impression on a hard/split edge by means of normal map only using rounded corner shader in many soft. Blender, Modo, Max with Arnold ( with some extra job) without any hi res mesh. Making bevels is a waste of geometry along UV splits .…
(1) Is your a Orc, a old school Orc wearing horned helmets with Swords and Axes, or a futuristic one with Grenades on his right hip? (2) I'm not sure to what purpose you have given your Orc a 6 foot rope for. (It would fall off really easily to) (3) Gloves look interesting but over-designed IMO. (4) The back of the belt…
You can also try arnold, its now available for everyone ;) . Its fast and can be used for animation because there is no fake GI like irradiance or final gather maps, it just produces "noise" when there are not enaugh subdivisions. In general you dont need to completely unwrap the model, those decals can be placed with a…
There was a thread here regarding the issue. Sorry don't have a link. Someone suggested Vray and Arnold could do it in Max but not directly, using special override shaders. From what I did personally : Modo can do it if you kill padding ( did it years ago and it's kind of shady now how I did it exactly but it definitely…