Hello again to the PolyCount community!!! I just wanted to present you with the 6th edition of our newsletter, the update for October, it is in the form of a newsletter which doesn't convert very well to forum posts so ill post a link to the newsletter which contains everything you may need to tickle your fancy. Some HUGE…
TGIF Reminder - Meet TP-VFX Expert, Goran Pavles at Novedge: https://goo.gl/uv3itc TODAY! TODAY! LIVE! May 5 PDT 9am - 10 am Episode 1 Tree Rigging and Simulation of Leaves Please share with your VFX circles asap/ If you still have not signed up: https://attendee.gotowebinar.com/regist…/5784391417513052418
Hi! Don't understand how such a file could be too heavy, it would be a mesh and the two normal maps that should get combined. No high poly or anything like that. In my opinion it would be best do a simplified test anyways. If remember correctly, in UE4 only tangents of UV0 were stored. To use a tangent space normal map…
Well said.. also beeing hobbyist myself: Even if i now mainly using blender i had the opportunity to have some looks in to other DCC's (even if this was some time ago..) and maybe that's one reason why i say: It's the do-not tutorial.. so do not.. :wink: (Even if i watched some Andrew Price tutorials and they are somekind…
I always wonder how do people animate hair, I am not much into animation in 3D so i have not much knowledge about the hair system, but I do know that in games they use hair cards and stuff like that but question is how does animate hair which is so high poly like in films. Do they rig them, if so how?
It looks like CryEngine might not support this. I don't know for sure since I don't use it. http://docs.cryengine.com/display/SDKDOC2/Texture+Maps#TextureMaps-TextureMapSub-menu-Filtering,Tiling,Rotating,Oscillating However, it looks like you could use a Detail Map or else a Decal to do something similar.…
This is my final for my current class at Full Sail University. I was supposed to make a likeness sculpt of my choosing so I chose Dmitry Klokov, a Russian powerlifter, so that I could really try and learn my anatomy with some extreme musculature. I think I did a pretty good job, but I know that I still have a long way to…
Hello! Not really a forums kind of person. But I really need some feedback on my work, so I took the leap! I want to be an enviroment/prop artist. Please let me know what you think of any of it: https://www.artstation.com/artist/same Any other assets/projects I should do to show my abilities/skill/understanding? Anything I…
Im trying to model this mauser c96 and I feel like the geometry is wrong, smoothing problems, difficulty adding necessary supporting loops, etc Is there a better way to go about this? any tips on how to run the edge loops? This is the first time im trying to do a 100% accurate gun or as close as possible.
Yes I have his tutorial but it's long one I didn't follow his tutorial this my version of t bag I know its didn't looks like him but I need critique for the forms and anatomy and if u have some tips for capturing likeness thanks