I've learned a few new tricks in sub-D and now i'm working on taking my first low-mid poly handgun model and crafting it into a high poly piece. Here are some screens of the more simple pieces i've completed so far in sub-d, a couple shots of the original model, and a reference pic.
Hello everyone. Here is my Shaggy reimagine work with the excitement of the Mortal Kombat 11. I know he is not a tough guy but who knows... Maybe years have brought him things we can't guess. This is not a game ready or real time work. I sculpt and paint it in Zbrush, rendered it in Keyshot. Have Fun…
Hey Guys, I'll be at the GDC Europe and Gamescom events that are being held in Cologne, Germany from august 13-15 and 15-19 and I was wondering if any other polycounters will be around as well? More information: GDC: http://www.gdceurope.com/ Gamescom: http://www.gamescom-cologne.com/en/gamescom/home/index.php
Hey, im trying to skin a character in Max 2011 using biped and the skin modifier. However, when I try to test the rig by moving the bones, the envelopes stay in that default T pose position. I've tried turning off figure mode as well as resetting xform but with no luck. Heres an illustration of the problem. Thanks in…
Hi I have seen the awesome videos of tessellation enabled environments with direct x 11 , tough my question is what does it need to achieve those reliefs? A normal parallax map or there is a new entry in the subject like a tessellation map or what?
Hey guys! I am working on this shot, with the clip given by 11 seconds club for the September challenge. Although I have not finished the whole audio I would love some feedback for the blocking that I have. Thank you very much for your time!! :# https://syncsketch.com/sketch/aab69df71a2b/#517497
I'm trying a new approach on this and I was hoping it was reading clearly and I was hoping to be on the right track...it's really early but yea..any feedback is welcome as always https://syncsketch.com/playground/a2b62e8e26e0421f808efb9b8348d9e7#229997
The Pushing Points MOP Tubes Kit is a MODO Kit that introduces
a non-destructive workflow that speeds up the process of creating procedural tube
geometry. http://pushingpoints.com/v2/the-pushing-points-mop-tubes-kit/
Some older polycounters might remember I was keen on unionizing back in the early 2000s in games. I still am, but remember the frustration at how little interest their was among other game devs. I've switched careers and now am a member of an active union and wanted to share my experience, now that I've seen a renewed…
To counter balance the gumroad thread I thought it'd be nice to have a repository of free resources and articles. If you have specific requests for reference I wouldn't be surprised if I could locate that for you too, then again it'd be better if you fostered your own ability to use google. While videos and tutorials are…