I was initially going to make it into a 3 headed Komoto Dragon, but I think I'll make it more Raptor like with Dragon wings. I think I'll finish the low poly model by this weekend. Basically I just want to Model, UV Map, Texture, Rig and Animate the model.....not turn it into a game model. Model was initially based on this…
Looking for a 3D artist (Blender + Substance Painter) to createa small set of pirate-themed tabletop game pieces for a VR game (Meta Quest). Scope:- Bust-style character pieces- Shared base provided- Single 2K texture set per piece- Clean low-poly, game-ready topology- Unity / URP compatible Paid, indie-friendly…
The results are no better with a Production build of the lighting. either. I'd really like to use a dynamic light as my sun so I can change the lighting over time... is there a better way to do that and i'm just missing something on the UDK documentation? The initial post contains the initial problem/question... how to fix…
I want to put together a production tutorial series for a new personal character I'm working on. Here's the initial primer video looking at some initial concept design. Let me know what you all think, and if anyone is interested in seeing specific content. [ame] https://www.youtube.com/watch?v=pzi08mNd0rY[/ame]
What's the difference between this and Substance? *edit* Nevermind, I read about it on your site. Haven't even used Substance after initial purchase. Maybe I'll get around to it. I'm just always disappointed to see that I've got to purchase yet another tool that doesn't come with my initial high price purchase.
The initial design is pretty sick. I would suggest you to start with a blocking mesh before making any high poly. I know high poly is fun to do, but making the initial blocking mesh will save you a lot of frustration & time later (need to re-arrange the size of the assets, it will takes you hours & hours...).
Initialize works fine for primitives, but the cylinder from above actually started out as an extraction from another subtool, so I don't have initialize option with it. I'd also like to be able to scale things that aren't primitive shaps. This image shows what happens when I try to use the scale transpose tool.
The passing the uncanny valley doesn't mean that you can't distinguish the model from a real human. The uncanny valley is all about the initial reaction, the instinctive repulsion to the model/robot/whatever. Crossing the valley doesn't mean it's indistinguishable from a human, it just means that you don't have the initial…
EDIT: please refer here to the clone thread link at ZbrushCentral as photobucket fucked me. http://www.zbrushcentral.com/showthread.php?200015-WXS-07-Depopulator This is a personal project I've been working on - on and off - for the last couple of months. When I started it was with the aim of creating an entire…
Hello Everyone! Im Amiel and this is my WIP thread for my entry, a re imagine of Hextech Janna! The initial conceptualization of the story/art was originally her, flying above Piltover donning Piltover/Zaun clothing. However as I progressed with the piece, as well as going through her lore, I changed it up to a simpler…