Hi everyone,I’m looking for a character artist to collaborate on the lead protagonist for my upcoming series, Vapor Logic.The Project:Vapor Logic is a series that will be premiering on YouTube. It’s set in a world that blends a heavy Vaporwave aesthetic (neon palettes, glitch vibes, surrealism) with Demonic/Supernatural…
Hey all, Struggling to parse some methodologies I am seeing in various tutorials I have been seeing around the web in regards to Ngons and where good topology is necessary and where you can get by without it. Currently I am watching Vaughan Lings tribot tutorial and I notice that he basically disregards the Ngons that are…
Hello Guys, I am currently having a little bit of trouble with xNormal. Normally I am exporting my meshes as obj from Maya to use it in xNormal. I am using smaller Object groups to get a cleaner normalmap. xNormal now says that my meshes have to be made of triangles or quads, which is normally not a Problem. I have used…
EDIT: So I recreated the mesh exactly the same way and I noticed that when I bake the booleans down into the original mesh, I get edges in 2 of the corners of the mesh to support the ngons as @icegodofhungary suggested: If I then select all hard edges and bevel, they bevel as intended. If I delete those 2 support edges…
Ciao a tutti, temo che il mio quesito sia sciocco ma, anche se uso 3dsmax con Arnold da un po', non riesco a risolvere un problema di rendering e perciò mi rivolgo a voi. Vorrei evitare che il vetro (physical material glass) dei miei serramenti rifletta sempre il gradiente dello sky environment (illumino la scena con…
Not really. A book cover is a fundamentally different thing from the writing itself. Though I guess you could certainly have a great-looking 3d model that has super ugly wireframes, crazy terrible UVs, messy material structure, etc. But good-looking 3d art is more exclusive than well-formed but non-pretty 3D art. Harder to…
I was surprised not to find a separate section dedicated to game development, so I'm asking here. While I learned a lot about making game assets recently, there are two topics that absolute mystery to me. The first one is how to make a ground for a game. Imagine having a road, a sidewalk, a gravel/dirt whatever. E.g. here…
Nice writeups @Thanez, although apologies think I'm derailing this topic a bit but yeah I've dabbled with Blender's rounded edge shader which indeed does bear looking into for future reference, if the OP should wish to do so at some point. Anyway briefly vanilla workflow is imo fairly adequate in terms of most hard surface…
Nice work, this looks really sweet! If you’re open to feedback at this late stage, your presentations/flats could potentially benefit from some changes. The three-sword image is a bit confusing. The front and back views look like they have different lighting; this could be because you painted some lighting into the color…