Not too bad! The one issue that sticks out to me is scale. For example, in your reference the top of the door lines up with the top of the cabinet. Residential doors are around 203 cm tall (in the US). Your average person is about 160 cm tall. This means the cabinet in the reference is reachable by a person of average…
There are many options in max, but none comes close to the fast results you get from off-set cut. In principle it should be possible to do something similar with the boolean intersection and generating a spline mesh used as a cutout. But then trying to fill that removed strip of geometry with new topology like the strip of…
Hello, so I am possibly going to be freelancing for an indie game dev team - however, I do not have a Maya license. I have the Student version only. So, I know that it's not legal to profit off a model from the Student version. However; let's say that I model a bunch of things in the Student version. Now let's say that…
Just starting to dig into modo and I was wondering if there is an FFD box that can be applied? I see the bend modifier but was looking for a little more...
Obviously use this if you haven't since "bumpiness" has been brought up. //assuming you are already just worth mentioning again. Things to mention, if you are making it your own that is a cool challenge. If you are replicating it, yes indeed you would need every occurrence of the vehicle. When i tried to use references…
Shoebox Texture Ripper has some nice bezier controls. Pretty easy to use. https://renderhjs.net/shoebox/textureRipper.htm You can download it here for free: https://renderhjs.net/shoebox/ Shoebox was built on Adobe Air, which was then sold off to Samsung, so the runtimes are now here: https://airsdk.harman.com/runtime
Yesterday i did some tweaks to everything, i realize that the point of the blade normals were messed up(i think that might be the "baking issues" that Zetheros mentioned), and i'm really more satisfied with what i got now, isn't 100% how i would like but i decided to move on, textures are looking less dull now and some…
Hi everyone. I'm the crazy lone developer working on Himeko Sutori. With the new Valkyria game announced today I thought I would see if I could figure out their hand-painted post process effect. I think I got it mostly figured out: I started off by going into Photoshop and making a tiling brushstroke texture. In my…
when it comes to rock type assets, a lot of time can be "wasted" in zbrush. The thing about rocks, is they have a very even similar texture throughout the object, it's not important to make specific areas of the rock unique, as you can see on the bottom example rocks. I would suggest making a tileable texture that looks…