Hop I had one! http://www.3dcodex.com/Default.aspx?&d=1&f=1&s=4&page=1&rpp=10# ---> PC_Girls_AA But I give a link for some exemple, but it seems too long... No way to add in you code sommething matching string starting with http:// and replace it per a blolt "link" ... and the url will be hided ^_^
Hey maybe this is good reference http://browse.deviantart.com/?qh=§ion=&global=1&q=buu My favorite buu artwork http://energise.deviantart.com/art/MAJIN-BUU-Dragon-Ball-Z-147175509?q=1&qo=1 I also finished buu sculpt last year http://leonuts.deviantart.com/gallery/ Hope that helps you as references
Hi All. I am working on character model for L4D2. My original plan was to use a single 2048 square texture space, so in the end I would have two 2048 textures for - diffuse and normal. However my sculpt in Mudbox is such that if I do that I will lose some nice detail that I like, so I am wondering if its possible/worth…
Hey Guy, this is a demo to help me find internship in 3d industry. I'm in the 3d world since 1 year now this demo is for school. Any comment are welcome! NEW HD LINK: http://www.vimeo.com/17010620 edit: ty for the comments don't get me wrong this is not the final version of this demo i just wanted feedback and cc, to…
Hi there! For a new project i need 3D models that i can use onto my video.
360 individual video's that i can import into my editing program to overlay my video. The base layer of the video is ready. I must add 5 more (pictures)video's before release.
Here's a preview that u guys can see what i…
Hey PC! This is my newest portfolio piece. Right now I have about 95% guns filling my portfolio, so I decided to create this project to give them all a showcase of sorts. The idea is to have a bigger scene to throw a bunch of my guns into and to give my portfolio some much needed variation. So far this is an early WIP, but…
in general if you hear about weights it usually means that something will be associated with a number value, usually between 0 and 1. So if you have vertex A and vertex B, and you have Arm and Foot, if vertA has 0.2 weight to Arm and 0.8 weight to foot, it will go more towards the foot. And vertB has weights like Arm = 1…
@Pathologist I don't know if you know about WHILE in FOR, but you can compact your FOR loop below to something like this: ==from== for i = 1 to objArray.count do ( if findString objArray[i].name x == 1 do ( appendIfUnique objList objArray[i].name ) )==to== for i in objArray where findString i.name x == 1 do appendIfUnique…
I'm pretty confident sp isn't using sobel for the conversion. Try using a standard normal node. Height in sp is signed so the range goes from -1 to 1 rather than 0 - 1 Also, fwiw I try not to mix normal and height outputs from the same material in Painter. Things are a lot simpler if you stick to height.
Just a question...what do you mean "I split assets up as I would do at work". My method for interior/small spaces at work is to break the scene up by material. IE: Wood on 1 sheet, metal, and so on. That way I keep it consistent. Then I go to the 1 to 1 textures. Is that similar to what you do? Cheers