Slap a subdivision modifier on it and post us some smooth images w/o wires, i have a small feeling there might be some funky stuff going on with all those edge loops in the corner of the lips once you start dividing the mesh.
[ QUOTE ] I like it when beer turns up in the fridge ... [/ QUOTE ] Happens every Friday. And I have free coke and drinks in the fridge w/out expectation of >8hr days. I was more or less commenting on the way its employee's are regarded.
Hey everyone, I saw this thread and really wanted to try something in UE3 for my Unearthly Challenge entry. Below is what I came up w/. You can read more about it and what it does on our UC thread. Cheers!
I've been working on this little fella for the past few days: w/o clothes: Based off of this awesome concept by my friend Tyler James: Bam! I just put some work into the gloves, lots still pretty rough. :) C&C appreciated.
I already Have Z brush but I keep hearing Zbrush used in tandum w/ other programs like 3dmax. should I invest in getting 3d max as well, or does z brush cover all my modeling needs? I have 4.0.
Looking for an artist well-versed in creating buildings, bunkers, environmental props and vegetation, w/ immediate availability. Interest in WW2 History and strong research skills are a big plus. Please e-mail nicholas.dackard@gmail.com Thanks, Nicholas Dackard Leatherneck Simulations
The first part of an effort to get better at working with baked lighting and especially getting a deeper understanding of lightmass and the whole UE4 lighting framework. Photo by Evgeny Larin https://vk.com/eehhh?w=wall-122059144_5908 https://www.instagram.com/catinbag/ Full project https://www.artstation.com/artwork/rA52x6
so ive realized the unfortunate situation that maya does not have a W channel.. so how do i specify height or depth in my uvs? example. i have 2 overlapping objects.. how do tell maya which to render first when baking a normal map?
Pretty much finished with this model unless anyone has some crits: Modeled in modo, textured in PS w/ Quixel Suite. 5,182 tri, 4,382 real verts. Glass and reticle separate. 1024^2 for the EOTech Albedo/Normal/Gloss/Metalness/AO, 512 for the glass Albedo/Normal/Gloss.