I think the whole texture /material side of CG is dying slowly. You can see it just here in this part of polycount lack of new posts and in modern games in general. They have same plastic look, PBR much ha-ha with generic 2x2m textures deprived of any individual traits in perfectly same looking games. Same procedural edge…
Greetings.... So I redesigned my portfolio ; I took one of Jon's suggestions and focused on one of my skills instead of all 98 and therefore the material was greatly trimmed down. I also just started a site redesign .. so some of the other portions of the site are lacking in content in certain areas...and I'm still doing a…
Hey Brad, looking good ! Three things regarding Zbrush and its odd form representation : - Even if you attempt to match the theoretical FOV and/or focal length of your reference in Zbrush, you are correct in assuming that it will still look off because of the very nature of the brush viewport which is not real 3D. And…
I find it really, really hard to find textures. Does anybody know any texture sites, any at all? The first that turn up on Google require membership. Thanks in advance!
F1 > Viewport Clipping It depends on what version of max you have as to where it is and how you access it but it should give you a slider on the side of your screen that you can adjust the near clip on the viewport camera. You can also scale up or down your mesh and then re-size it after your done. I suggest using the…
Hi, I'm making a big demolition site scene. Here is my first high poly for an excavator prop. Would love some feedback! Will be posting the low poly soon too. Thanks
[FONT=Arial, sans-serif]Obsolete[/FONT] WIP [FONT=Arial, sans-serif] [/FONT]Obsolete would be a map set on a cluster of garbage propelled into a decaying orbit around a cooling sun (hopefully this dim sun could also serve to soften the light on metal reflection). Entirely automated, Obsolete would also probably fall within…