I know! That's actually what I was saying (: Prior to this I only knew about Opacity Masks which don't do anything to geometry and thus wouldn't work. The best I could do with that method alone is stick a cylinder right where the mask is... Actually that's not the worst idea and might actually work. Might have to…
There is alot here to parse through, I love the idea and concept of a futuristic F1 car that is really cool! I feel that your design is playing a bit safe, i feel you could push it a bit more. The wheels are very interesting, I'm curious to see how you will pull this off and make it feel and look real. I think your rear…
i really like the scene. the mood is nice and i like the setting. however, i dont think it looks like a european scene. seems more like middle eastern to me. concerning the lighting i would say: add more geometry. all your windows are sticking out only a little bit from the walls. wouldn't you expect that they are set back…
But its not the same situation, its a similar situation, but you'd be sorely mistaken if you believe HR at most studios values blender experience the same as maya experience, even if its a max studio. If you're a Maya guy applying for a Max job: A. There are likely some ex-Maya guys at the studio already that can help you…
I'm having a hard time understanding how certain steps work when importing objects into ZBrush and how it detects changes made, and what options it gives me upon detecting those changes. What I would like to achieve is this: Create mirrored UVs for my lowest retopo'ed subdiv after I already detailed the highest subdiv…
I've been working on this piece for a few weeks now, and it's gotten to the point where I'm tweaking light and volumetric a lot. It was inspired by a bunch of concepts, but I wanted to stick with something simple yet striking. Can I have some feedback?
Looks awesome man! feel the repetitive walls get very old & monotonous after a while, especially with the cracks being as dark as they are. may want to break up some of the walls with some extra meshes stuck on to the outside to ease the eye some. ex paintover: i think breaking up some of the walls in areas could go a long…
Hey whats up Polycount, I’m working on a portfolio piece — a stylized island environment. (inspiration, sea of thieves) I’ve been focusing on blockout, and overall playability for the past couple of days. scaled to SoT I’d love feedback on: Shot composition (do any of these even look ok) I feel like im going crazy or…
Stacked normals are fine except for when you are baking out maps. When baking out maps, you should make a duplicate of the object and either move the stacked UVs out of the 0 to 1 space, or scale the stacked versions way down and put them into a small corner. Bake out your AO, normal map, etc. using the duplicated version…
It's not that Maya does it perfectly, its just that there are a lot of little things in max that add up to more friction for the whole process. 1) The curve editor drastically affects viewport playback speed. You have to either close it, or deselect everything which you are constantly having to do each time you play your…