Time to kick off the New Year! Hope everyone has plenty of time off for the next Challenge :) It's time again for our round of voting for the next Challenge - January & February 2019. To clarify, this thread will be replaced by the official WIP / Challenge thread on Wednesday, November 1st, once the vote count is in and…
Ok the guy I started the thread off with had a little episode today. A supervisor who likes to mess with him (because it's real easy) asked him if he likes hot sauce. He of course exclaims "Hell yes I like hot sauce!" with all kinds of bravado so the supervisor offers him some Dave's Insanity Sauce. Now if you've ever had…
Well Zbrush has the capability to do anything including hard surface modeling. I personally prefer to use it just for sculpting and polypaint. Depending on the studio it's used in a variety of capacities. In my studio we actually hit every model through ZBrush to some degree. It's part of our production and optimization…
A small and VERY lightweight hard case that fits snugly into the bottom of a backpack would be my pick, preferably with the opening on the top of the case so the whole thing wouldn't have to be removed from the backpack to get at it's contents. I would always have a light as well, I would only go for a light on the first…
Thanks for the nice comments :) , i agree it is hard work, the last additions are about 3-4 hours worth of hand cramp xD. But the reason i'm hand sculpting at least the ones on the face is because it does give a nicer effect than the alphas, more randomness and you can better match the key scale lines in my opinion such as…
It really depends on what this is for. When you're working with an engine and you start talking about switching parents then you almost always need some kind of engine code handling the transition. So basically there are three ways to handle this (that I can think of, off the top of my head). 1) Biped Prop Bone Add a prop…
I'm a bit rusty when it comes to hard surface modeling, have been doing organic modeling/sculpting mostly for a while now, and I'm wondering what tools are considered the "gold standard" nowadays. I know it's subjective, but any input would be appreciated. I do most of my poly modeling in modo and have been looking at the…
I think the skin is looking a bit too realistic at the moment, maybe its not because the other textures are as detailed yet. but I would consider removing all the tiny speckles, Im getting a slight uncanny valley feeling. the overall skin tones look great! except for the hands. since the red paint/tattoo thing is already…
Yeap it looks nice so far..but I got a suggestion for you, in certain part looks too thin though for a metal or a wood materials. Especially on the 2nd and 3rd pic, the top part almost a paper thin (I'm not sure because I don't know is it a hand held weapon or a heavy weapon that mount on a vehicle?..if its a hand held,…
@gnoop It's not about game licensing and stuff, I'm trying to up my skill, so I care about precision. If I'll ever put it in my game - of course I will alter it. @sacboi Ummm... nae. I was reaching low hanging fruits for many years, I think it's time to rip off the bandaid and go hard. This project I've chosen specifically…