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…
@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
Without testing this my guess is that the shadows are going to be based off an arbitrary clamped value in your opacity map. I would suggest pulling out 1 window and place in a blank room and 1 light and see what shape it creates. Dithered opacity is still 1 bit alpha, so I would assumed you won't get diffused lighting.
Just an Update for the Forums we now have 2D Concept Artist 4/4 3d Modelers 3/4 3D Character Modelers 1/3 Rigging Artist 2/2 Animators 2/3 Programmers 5/5 Level Designers 3/4 Sound engineers 1/2 Writer 2/2 Dialogue Artist 1/2