I've created a script which takes the user's selection and selects an edge pattern based on the how many edges they currently have selected. For example if they select 3 edges in a ring it will select the entire ring and leave a gap of 3 and then select the next 3, etc.I'd like to extend the script to work on faces, but I…
Hey guys! Im a long time lurker of polycount and thought it was about time i signed up and started posting! I recently graduated from studying games design so now im trying to build myself up a portfolio of work to hopefully get a job as a 3D artist one day! This is a guy I started working on recently and only about the…
This is a follow up to my previous forum post (link: http://polycount.com/discussion/198979/star-wars-background-characters-project#latest). I already modeled out Dr. Evazan, and am in the process of making Willrow Hood, but I want your opinion on who I should make next for this project? UPDATE: Here are their pictures. I…
I once worked on a tv show that had a very small number of cast members who are not easy to replace. It's quite expensive and time consuming to find them. We were paid decent but certainly could have been paid much much more - I paid close attention to the expenses of things going on. Anyway, I tried to get the less than…
Thx fellas, appreciate it. I drew up a little meme house to illustrate the situation a bit better. This is obviously not the building for the test 😭 TLDR: Option 1 not optimal but uses less UV space compared to option 2 Option 2 uses more UV space for unique decals but I feel like the company wants me to use decals…
No it does not take a couple of minutes.. There a 5 pages of very thorough questions. If I where you I would remove all "explain your workflow" or "please write here what you do when you do" questions. The scope is not clear and I would assume a lot of people just leave because you could write an hour explaining your…
Digging up this old topic because I finally have some time to try and finish this. But I've also imposed my own kind of deadline so... who knows what will happen! As of late I've been trying out Substance Painter as I haven't done a lot of texturing before. It's super fun, I'm really enjoying it. I've also tried hair cards…
"lol i cant believe they got rid of shift + drag extrude in maya 2016" if this is true i would highly encourage you guys to rethink this and keep it in. most of the heavy hitters i know use this extensively. we don't make a cube and a couple extrudes, we hack meshes to the nth degree frequently. are you guys consulting…
Good start. Some things i would change: - the colors of the textures look kinda the same... everything seems a bit uniform. Get more variation inside. - the normal maps look too noisy... maybe it's just me, but it stresses the eye a bit. - the stones at the edges and the stucco?-parts have the same texture. (i personally…
Awesome tests, Would love to see a higher res next to each other especially the 4th one down. Making painterly looking stuff is damn hard procedurally... Though I have heard some studios using SD and still getting a painterly style. edit: also even if you get 60% to the look with randomization and variations it is still…