More progress. Right now I'm getting all the big shapes in, not really finishing anything yet. I like to work on the entire model at once and not finish each piece one at a time. I'm going to start on the hands and feet next. I think I'm going to mirror the hands and feet. Any tips, suggestions, cirts or comments are…
I just recently watched the 3D Motive modular building tutorialand it seems to make a lot of sense. But to me it also seems to be very limited. The whole part of taking a plane in 3ds max and modeling everything from the plane seems to me to be limited to very basic shapes. For example, I want to make a building that has…
Seems to handle low-frequency shapes very well, medium-frequency shapes alright, and high-frequency shapes badly, at least without guides or polypaint weighting. I'm actually super impressed with how it handled the hand topology.
eh, it's hard to say it's not possible, but i rather say it's easier and faster if you go and do that in Zbrush and then get the details to be done on substance. Those shapes are quite random and they have different depth and scale, you would have to play around A LOT to get something like that, and it may not look so…
No not neccessarily however using an oft qouted adage, sometimes 'it will depend'. Now typically you'll find that manufactured hard surface hand held warfare implements, such as edged weapons similar too your posted sreencap are made up of separate parts i.e. blade, hand guard, hilt and prommel with each may comprise…
I like the general Idea that you are going for here, and it have potential to be really great. although I feel the hands are a little too big. "BIG" as in it's just scaled up instead of actually having foreshortening. looking at the feet, they are not pointing corectly either. it feels almost like tiny feet hanging there.…
You're 80% of the way there on the hand; you're linework is great but there are some small structural issues with the shape of the hand itself. The base of the palm is jutting too far out from the wrist, and the distal phalanges (fingertips) are a little oddly shaped, particularly the thumb which tapers too much. As for…
I've found the ZRemesher from ZBrush to be the most reliable solution so far. 4R7 works fine for me. For hard surface, I've heard 3DCoat has autopo for hard surface. Don't know how it compares though. MODO has had automatic retopology introduced in 10.2 and, so far, it didn't quite stack up against ZRemesher judging only…
I'm trying to understand how to correctly subdivide and keep topology consistent for creating hard surface models, iv'e tried to find some infomation but i cant seem to get what i need, maybe i havn't looked hard enough but i was wondering if anyone could help me out. Here is the model im working on, it's just a simple…
No idea how they do it, but in photoshop and similar, you can pick the average skin tone of your original map, invert that, and apply it with linear light at 50% opacity. Then apply your skin tones with linear light and 50% opacity as well (maybe some additional tweaks for really dark skin). If you do it yourself with…