Hello everyone and welcome to the Monthly Environment & Prop Challenge #51! Incredible work by all - as always special thanks to everyone who participated in the voting process this time. Remember if you don't finish in the time allotted, just keep plugging away and post when your work is finished. There's always some good…
Small, startup VR studio looking to hire a freelance, 3D artist to create and finalize a character for real-time end-use. Concept and reference exists, although full ortho does not. You would be working from an early-stage, WIP sculpt that we would provide. Character is stylized and is hard surface + rock based (no soft,…
Hi! That's more about designing rarther than technical talk. How do you manage to detail hard surface models to achieve the level when it has a sense? You have some alphas for Zbrush etc. but I don't think that solves the problem, because you have to know what you're doing. I watched some gameplays of Marvel's Guardian of…
Hey Zott, so looking at the concept and your renders, a few things stick out to me. There's a lot of blank space along the slide and handle. Maybe add some more cuts into the front of the slide and add some kind of branding to the handle. The handle itself looks rather blocky, and I think the rear of it could be smoothed…
Just live in the woods I guess somewhere not in North America, see the world, backpack around maybe, I think I'd try my hand at being a carpenter it's a pretty useful skill.
Pior, I agree. The complete lack of skepticism in the articles is fishy, especially since all similar techs have all performed much less than expected in the field. But I don't go to conferences, workshops, seminars or have friends with a lot of money, so what do I know? I suspect they have things at a working level and…
Thanks guys :) @thatanimator : Well, it'll be time consuming as the lowpoly will be 150k+ tris. I do a combination of hand+automatic retopology in modo. Smaller, more detailed pieces are exploded from larger pieces, every mesh is cage baked in Xnormal, then the baked maps are transferred to the final, non-exploded mesh.…
just use a higher polygon body mesh to reduce faceting. best idea is to use a decimated version of your sculpted body mesh. as for using this tool, go for it if you like the results. for me personally, i never liked the results completely and almost always i can tell that it is simulated because i can spot the usual…
first off great stuff new helmet rocks would like to see an image of it sans wires as well, tho your edgeflow is quite nice. second the gun is pretty damn sweet, gotta love moving bits, but i think the handle may be a bit too wide for her hand just judging baised off the size of the trigger, also i dont feel like her…
It looks like you haven't set up your smoothing groups properly. What I usually do is give my low poly soft edges and then anywhere there is a hard angle I set that to hard. You then you need to split your uv's at your hard edges. If you don't you will get those weird lines. Hope this helps.