So I'm working on a project and I've come to the point where I have to model the flash hider low-poly. How should I go about this? I’d like to model it “full volume”, without using tricks like a
transparency mask on double-sided polys. It seems to me like you’d be able to get away with this in modern PC
games (like the new…
I'm trying to make a shovel with broken edges. heres a pic as you can see from the reference pic behind the model, there are some pointy and curvy parts to the model. i want to know how to create these parts of the model from the base mesh (in this case, a cylinder and cube) without having ugly smoothing/topology. in this…
I've been making models for games on and off for some time now, but I'm wondering if there are some resources out there for more efficient workflows. What would be the fastest way to create models for games from modeling, UV layout, texturing, etc. I'm more interested in props than characters or anything else.
Hello guys. This is my first post.I am developing a 3d model for my portfolio, I would like your help to improve, general tips for improving the model. I decided to show the development from the beginning to get the most tips before moving on to the sculpture stage. Thanks in advance. :D model
Hi guys, long time no post :P As It has come to my attention, you can not have overlapping UVs on Zbrush. This is a bit of a problem, since when making game models, you almost always have to overlap UVs to save some space for more detailed textures. This made me think of which is the best and easiest way to solve this…
This job has been filled. Thanks everyone! I'm looking for a modeller who can model and texture a 3D version of my company logo for use in Unity, UE4 and Apple's SceneKit. It's a grey bowler hat with white goggles, white strap, and yellow/orange piping around the brim and around the goggle lenses. Bronze rivet holding the…
There's a small task i have in my hands which consists of using the rig and animations of an existing model and applying that to a new one. The model proportions are the same, so, there's nothing much complex about it. Both original and new models are in MAX format. If you are interested, contact me with a fixed price…
How the process of texturing and rendering high poly models look like? I'm talking about realistic high quality rendered images not game models. For example Geralt in The Witcher 3 game box cover. Is this a Zbrush model textured and rendered? But how to texture without UVmapping? Can someone clarify these things for me?
Yes you can just don't try to do things so fast, It takes time, I have problems modeling heads too which I am probably going to work on just to get over It. Anyway here I hope these help: 1. Head Modeling, A Very good video: http://www.youtube.com/watch?v=eYAWAK1_6Gw 2. Head Modeling, oldie but goody if you have a front…
Hello! Just made my Polycount account right now! I play with 3D modeling since some years ago, but I always had some problems with the head. Yesterday I decided to make a new head model for a new basemesh I working on, but I think it can be better... But I don't know exactly how. So I want to ask some hints for improving…