Keep model in parts until you have basicly finished model. If you need to join parts, than simple ctrl+j and remesh. Tiny details can be added via sculpting in blenders multiress (but its bugged mess) or added in zbrush. You can even do this in substance painter. Just avoid adding to much tris in blocking phase. Decimate…
why does he have a third leg in front? also what happened to the awesome line quality of the first ones? i think the other pieces would work fine if they weren't cluttered and had a clear core concept to them as they are, they loose focus because the viewer cant tell what part is body and what part is extra limbs and /or…
Ok, so right now we're working on getting the POD into a representaive level with all manner of obstacles and environmental challenges in order to further refine it's procedural leg systems and handling. Hoping to be able to show some footage of that in the coming weeks. For now, here's an ingame shot of a fly... currently…
Hi everybody, I have a problem regarding normal maps and shading in Houdini and in Unreal Engine when I bring my HDA. I will try to be as concise and to the point to explain the issue CONTEXT I am making a building generator tool for Unreal Engine, I have created a Houdini HDA and brought that into UE. I modeled some…
Very nice improvement,the visual quality has already gone up quite a bit. There are a few more things you can improve upon. 1.on the plate on the UV layout left of the wheel,you have rust which runs across the whole plate including the raised sections. When you have details which run over parts which are different heights…
That depends on how you want to handle the cloth. If you want to rig the cloth to its own bones, you don't really need to worry about the edgeloops matching the pants and knees. If you don't want to do that, and would rather go through the pain of making sure the weights and topolgy match the underlying pants, then, yeah.…
Alright well, that pretty much wraps this up, here's the artstation post every one xD Thanks for being a part of it if you were! I greatly appreciate it, and if there are any post questions I'll do my best to answer them! https://www.artstation.com/artwork/AZGeQo
My first time working from concept art. Some parts of the concept really don't make sense like the corner by the door and the chimney. Funny that you only notice that once you try to make it 3D! Then on some other parts I'm really impressed that the artist got the perspective just right like the boxes in the back don't…
HairTG - Hair & Fur is a hair/fur texture generator for Substance Designer and a Blender add-on to help with 3D hair card management. On Substance Designer, it creates procedural hair/fur clump textures suitable for hair cards, brushes or 2D hair work. It can also be used to generate non-hair textures for designs based on…
This is great, love it! My first impression is the wood props could use a bit more attention to how real-world furniture is created. Usually the wood grain follows the longest dimension of the part. So the desk legs should have the wood grain be parallel to the legs. Etc. Keep going! You're on the path to making really…