How the process of texturing and rendering high poly models look like? I'm talking about realistic high quality rendered images not game models. For example Geralt in The Witcher 3 game box cover. Is this a Zbrush model textured and rendered? But how to texture without UVmapping? Can someone clarify these things for me?
Hi, this model is for my school proj. i'm trying to do a stylized human based on this sketch. Poly: 422 Max poly with body & cloth: 6000 i've look on some tutorial on face modelling, but somehow i feel this model is not really correct. looking for C&C to improve mostly on the modelling side.
https://www.youtube.com/watch?v=_XG9eHu57wE To make 3D models like the girls, what would it take to Model them and animate them. I have some knowledge on 3D models and how to animate 3D models, but its there any program that you would recommend for this? Is there any tips you have to make this process go smoothly?
Hi,I have created some models in a CAD program (Inventor from Autodesk). Now I would like to use these models inside a game. So I need to make game ready models with clean meshes from this.What is the best way to do that? Are there tools available for this. No problem if this are payed tools.
I am currently a student working on a model based off of this image http://souracid.deviantart.com/art/Catwoman-468690234 This is my model in its current state... I was looking for some feedback before I begin working on making the model appear clothed. My end goal is to have a low poly version of the model in UDK.
I would love some feedback on my current work. I am modelling Kryten from Red Dwarf and will be putting him into ut3 as a playable character. Would love some feedback! I'd have to retop the model to get it under 10k, The high poly model will be used to project normals.
Hello all! Working on a player model for Tesseract. I've mostly finished the base model. I'm not quite happy with it, particularly the helmet. The profile is ok, but face view doesn't look right. Any advice or critique would be much appreciated! OBJ Model Export: http://www.snieb.com/player_model/player_model_01.zip…
Hello guys, I'm currently facing a problem with exporting from zbrush and importing to Maya. whenever I import the model, it shows in the outlines as several elements as if it's shattered. the second question , is there any script for maya to find the unwelded vertices or the coincidence vertices and such errors?
I have a question about Sub-D modeling. Anybody who goes about this workflow; do you usually start with the high poly Sub-D model first, then retopo it? Or do you usually start with the low poly, then work on making that into the high poly sub-D'd model? Any tips or tricks, workflow ideas?
There's a small task i have in my hands which consists of using the rig and animations of an existing model and applying that to a new one. The model proportions are the same, so, there's nothing much complex about it. Both original and new models are in MAX format. If you are interested, contact me with a fixed price…