Nice work and sketching hard surface stuff I find quite difficult at best so just wondering if you'd had training of some kind or maybe self taught? Edit:BTW love that Nagant M1895 cosplay prop on your artstation because at first thought it was a 3D asset I was looking at:+1:
Hey, nice work on the materials. The 2nd render though makes me feel like I need glasses, I greatly prefer the 1st render. The teapot bottom looks like it needs more geometry, compared to the nice amount of detail on most of the rest of the asset. Also the bottom of the spout is looking too chunky. What does your wireframe…
This has been a long time coming, I am incredibly happy to announce that I am finally releasing one of my personal mech parts kitbash sets that I have built and use on a daily basis for my own production work. The Full Kit Includes:- 235 Total Pieces meticulously organized and broken up into 7 distinct categories.-…
A bit of a breakthrough on the next iteration for the reference material. If you use the CameraVector node (which I was using some of my dot products), as your normal, you get "free" retroreflectivity. This much better because it actually takes into account all scene lights, rather than relying only on a single directional…
Bruh I don't use Zbrush full render like ever. Each job has it's tool and brush is ain't it. It's a regular doc-export, the matcap is bs_toxic_papa_wax, I think it's on ZCentral. Just crank the occlusion, set full resolution and your'e golden.
This is my blockout so far :D Edit:I have finished the high poly. I don't think I will make a pass on zbrush, the subd model looks good enough for the bake. What do you guys think?
Thank you so much for your reply I really appreciate it!! And yes I have added a collision to my camera now so that it wont go through the wall. I will really appreciate it if you have any other advise on the game~
Wrote up the Ornatrix groom-to-bake pipeline I use for stylized characters, focused on two things that bite later if you skip them: keeping the groom mask-driven and editable (density / gravity / length multipliers painted in Substance, so almost every operator is mask-controlled without splitting the groom into a file per…
Posting this here specifically because Polycount's audience cares about pipeline more than novelty, and that's the actual use case I built this for. Context I run Anvil Interactive Solutions — we ship Blender/UE5/Unity tooling (Quadify line, BlendUnreal, BlendUnity, a few others). BlenderMCP Pro came out of needing to do…
Yeah I agree with what Eric said. I would also avoid adding too much detail until you're certain of your shapes. Try to also think of real world construction when you model . It looks like this end part is connected in terms of modelling to the rest of the boat. In reality this would most likely be 2 seperate pieces of…