What I can never get whenever I see screenshots of AlexCatMasterSupreme's 4k monitor is how the hell he can click on the bottom bar icons they are just so small on a 4k display.
Rakan: Hey! I Ain't gonna kill ya, she is! Xayah: Nice yo unmeet you. Hello everyone! It's my first time participating in this contest and I'm really exited. Main Support here : D I was thinking yo make a skin for Thresh, but all of the sudden an idea came to my mind: "Hades and Persefone's" Myth. By that time I was…
Hello All! I'm just finishing up a real time character, and I was hoping to get all and any critique you may have, it would be really appreciated if I could have some suggestions on how to improve her! https://www.artstation.com/artwork/BkbYbr She's rigged and rendered in Marmoset Toolbag and based on the artwork by Peter…
Hi! I’m developing a small, win 95/retro styled VR mini-game collection called “Clownbytes VR Party”. The project includes 3 mini games: • bowling • shooting gallery • party-style VR interactions I’ve already created most of the 3D assets and gameplay concepts. I’m looking for a programmer experienced with Unity to help…
This particular weapon needs to be rigged to three different bones and have a muzzleflash attachment, as well as a jiggle-bone that I want to add. If there's a way to compile all that using itemtest, I sure as hell haven't seen it.
Also for the nuts I would drop a lot of that Geo in the middle where the nuts are and have the vertex normals point straight outwards (x axis in this case) so you don't have skewing, hell with the Geo you save you could model the nuts quite convincingly.
Some more progress on the blockout/modeling stage. I do the UVing where I can as the blockout progresses into the modeling phase. I extracted the logo from an alpha using Zbrush-Photoshop. These will be later re-topologized and unwrapped. It will be hell (or not).
(You know this but...) The main way to go about modeling is called Sub Division modeling. What this is essentially is the addition of supporting edges to your low poly and then Smooth the mesh adding sub divisions, or Turbo smooth in max. So I say this, because if you have your "Mid Poly" (just the mesh after the low poly…
They are brushes i think you just look up splatter brushes most likely blood and paint on google will turn up some useful results. Looks like burn tooling the outline you want creating a new layer behind it and splattering the hell out of the BG behind your desired image. Then boosting the sat level? Best guess.
Hey keen could you make some blue sky's and rolling hills with a single tree on a hill that the camera rotates around with that grass? I'd watch that for hours. Hell id want that to be my background!