<font color="pink">Neoshock is an amateur/volunteer project with some seriously talented people who got lost and stumbled into our team. Accepted applicants will NOT be paid for their work. However, we are still looking only for serious applicants who are willing to commit. </font> For more information about Neoshock,…
My C&C... //Red Outline\\ His face doesn't feel menacing just from the base high poly mesh. (Could look a lot better once it's textured and possible rendered with fur? Do you plan to do that?) His eyes should be facing for forwards, they look to be facing outwards like "prey" animals are. Predators like Humans have their…
just as a general inspiration to solve unique texture tasks: Camera mapping: http://www.cgarchitect.com/resources/tutorials/misc/tutorial2.asp it can also be nice to blend or bridge seams in texture maps without the need of BodyPaint 3d, Mudbox or Photoshop CS4 Pro. I want to write a script that simplifies that process…
Thanks for the comments! @BigHoss - You're right, I think I did that on purpose because I was thinking about his movement and how a shorter cape would provide more mobility but I think you're right in that it does look better longer. @Muzz - Two great points. I don't do much animation so I'm bad at thinking ahead in that…
My question is very confusing, so I will do my best to word it. This is the Spider-Man model from Insomniac Games Marvel Spider-Man 2. The only model that is from Spider-Man 1 is the photo taken in Maya (blue wireframe). During the 2018 ZBrush Summit, the modeler for Spider-Man at the time (Leroy Chen) said that he cut the…
Here are some guidelines to follow, and topics to study. 1. NGon Ngons are faces with 5 or more edges. For now, you can consider them bad. Keeping your mesh as close to all 4-sided faces as possible is ideal! Also, if import a mesh with NGons into a game engine, the engine will automatically triangulate your mesh however…
When you're baking a normal map from HP to LP, you'll need to remember this rule "You'll need an UV seam split on every sharp edge, but you don't need to add a sharp edge for every UV seam". Even though your beveled model with those kind of sharp edges looks good shading-wise, it forces you to place UV seams onto your…
The modeling looks pretty solid, I like the silhouette of the model and it has some great forms. I think the unwrap could be better... There seems to be a lot of similar pieces that could easily be stacked. The character doesn't really seem to call for too much asymmetry so you could easily stack a few UV shells and scale…
oh dude....pelt mappin' galore. take for instance a characters arm. 1). throw a unwrap uv modifier on your model 2). select face in the modifier submenu and select face 3). select a face on the arm 4). look under the map parameters menu to the right of your screen where you have options like "pelt" and other stuff. click…
there my little model i did based on one picture that i really like ! the original pic : the picture was done by my dear buddy pollo-chan which you can find her work at http://pollo-chan.deviantart.com and www.furaffinity.net/user/pollo-chan i have her permission to share her work. so, i would not be called a thieft :p and…