hey, I've been working on a character model for the last few days in zbrush, creating as much detail as the computer can handle. So far the model is at 24 million polygons thanks to zbrush's subtools feature. the problem i have now is getting the model into a program that i can produce the normal map from. I wanted to see…
Are you a modeler that wants to show the world what they can do with their skills? Being apart of an indie team can give you that chance. Being apart of our indie team will give you the luxury of developing with others that are just as dedicated. Our game will not need high poly models, because it's a futuristic top down…
Looking for a 3D Artist to work as a government contractor working on various games and simulations for the military. Position is located in Newport News, VA. - Familiarity with VBS2 or Next Gen game engines (Unity, Unreal, Cryengine) - Proven 3D modelling skills - Proven experience creating Normal Maps and knowledge of…
Hello, I am looking for some help. I just got given a project to create a new character which can be used in the game Street Fighter and I want some help on how I would go about making this. I have reference pictures to make the basic model. My idea was to create the basic model in 3D Max and transfer that across to zbrush…
If you want to make a weapon with baked normal maps, yes, the topology is wrong, and yes it does matter. Add a turbosmooth modifer and you'll see what I mean. Go find a video tutorial on hard surface subdivision modelling. youre not a million miles away, but you need to learn how to model properly for turbosmooth. If you…
you are not very skilled at asking questions, I'll give you that. so maybe you need a little bit more time to learn the tool? The way it works for me: - 1st button click and select your high poly (the one you want to snap on) - now create a new poly model (like a plane, then right click convert to editable poly) - 2nd…
I was wondering if HL2 is happier with single mesh models or if multiple object models are acceptable. I'm thinking of doing an art test for a MOD and they're using the HL2 engine. So any advice would be helpful.
I am trying to model this body to look somewhat human. I am pretty new to modelling and 3D so critique would be most welcome. :-) Image Link: http://cghub.com/images/view/226691/
Hello everyone! i imported my LP (and unwrapped) mesh onto substance painter and went to bake my HP mesh that i sculpted off the last one (unwrapped (not the same uv map)) (has the same location and scale as the LP mesh) but the baked maps only take the lp model into consideration like the details don't show up at all. idk…
Pretty much finished this now and would love some feedback, be as critical as you like. Thanks! :) Demo Video Here's the video showing Suchomimus in UDK with full materials and animations, as well as showing him chase me around Epic's Foliage Map. Would love some feedback on the animations as I've never rigged/animated…