During the low poly process. How does he remove the edge and vertices in one click? What tool is that.. I can do it by removing the whole edge than removing each vertices individualy.. but he is doing it soo quickly.. If anyone can give me a quick reply i would apreciate:P. Thx
very very cool pal! I can see you improving very quickly. if you are ever going back to do more touch up to the scene i'd suggest making the white building dirtier. this is my very first post... after this one i should be able to post pictures too right?
Just a very quick update, wont be able to do much more on this for a few days as i have others models to finish and start texturing. Ive reduced the amount of dirt on some of the textures. Also quickly added in planes that show the basic colours for the environment. The final piece will have the lanscape model and a sky…
Just coming off of a contract gig with a mobile company, I'm personally trying to get back into my usual "work-velocity" that involved ZBrush, etc. Using concept art from a friend colleague of mine, Tiffany Zhang: I'm knocking this model out relatively quicklym just so I can warm up my habit muscles again. Being inbetween…
To be more specific, when the player dies he is respawned back to town, where he is then reborn from inside the ground. To make sure the player doesn't get bored too quickly, I sped up the 'getting out' process a little bit. Would love to hear any criticism to help me improve though! https://youtu.be/9wBgHVVxIMI
Hi everyone, This is my first post up at polycount. Very quickly, I'm a 3rd year student working on my undergrad in Games and Environment art. I put together this website over the holidays to show some of what I've been working on. www.joshrife3d.com You'll notice that this stuff is diffuse/vert lighting only. Any crits…
Hello Friends, For a university project, i have quickly concerted this building. But im not sure how to go about modelling it. If you kind people could give me some tips and tricks on the best way to model this. The final building will be textured in substance/quixel for PBR ready Scene in UE4 ( the scene is quite small so…
So here's the deal, I use a base mesh to make a sculpt (it was a rather simple top of the head ) when I imported it back into maya it was all jumbled and contorted. I looked into some retopo programs, but they all seemed to be no good at all. Either they didn't work or they froze up pretty quickly. I am trying to sort…
How would I transfer my materials from Quixel DDO and Megascans to Substance Painter? Like if I wanted the raw materials that come stock with Quixel in Substance, is this possible? Reason I ask is because Substance Painter runs much more quickly and smoothly on my PC, I like Quixel NDO, and their textures are far better…