I'm studying 3D at university at the moment and have a project to model an interior scene from film or TV. I've decided to do the bridge from Star Trek the Next Generation (Picard era): While researching source images for this, I came upon this handy floor-plan image of the set: So I stuck that on an image plane in Maya…
Hey guys, I'm currently modelling a Tommy gun and wanted this highlighted detail baked onto the low poly on the right: But this is the result I get once baked: I'm guessing I should have just bevelled this detail on the highpoly rather than modeling the void via boolean? I'm thinking the projection is capturing the open…
http://millenia3d.net/ Hit me up with an email if you're interested or reply here: hans@millenia3d.net 8 years of experience with 3ds max/photoshop. Working on FireFall at Liquid Development at the moment. Lots of experience working with different engines from modding games for fun. My work has been often featured in…
Pavel Savchuk was nice enough to give me permission to take a crack at one of his wonderful concepts. Characters are way outside my comfort zone, so I'm hoping to challenge my problem solving and learn a lot, as well as try some new workflow stuff. Critiques are wanted and welcome. Here is the concept and blockout, it may…
I would try connecting the verts up on the top face into quads. Alternatively, if you are only baking normals and it is a totally flat surface (say for a tiling texture) you could just delete the top face and only bake the angled sides.
Hey everyone! Here's a radio I made as part of Simon Fuchs awesome tutorial series (https://gumroad.com/simonfuchs). Thought I'd share the results! Would love a critique on how to improve lighting and texturing, I'm weakest at those for sure. The Marmoset Viewer is on my…
I found artist (Sergey Tyapkin) doing some modular assets on his stream. And i try analyze this but im not sure what happens here. He creates trim sheets, unwrap single planar (cut this planar apart) and place pieces of this planar on where he wants to be? And next export this whole meshes into Unreal and left this floater…
Hello! I am struggling to create something like this. http://www.rgbstock.com/photo/2dP46jG/Painted+Wall I made some brushes and input them into tile sampler and it looks nice but I do not know how to make those brush patterns terminate themselves when they run into each other (to achieve the paint-over-paint effect)not to…
So my partner and I are working on an Unreal scene together. He models and unwraps and I texture. On this particular model the UVs aren't properly scaled and there are way too many seams. When I brought this up to him he says: Is he correct? Please help me. I don't want my textures looking like the mess they currently look…