that's not really how it works - what you're suggesting is more difficult than implementing it from scratch and is expressly forbidden by the EULA in most cases. gnoop isn't asking for anything particularly difficult or new here, the problems have all been solved and solutions are well understood. it's just the case that…
the contrast on your specular isnt high enough. neight is it bright enough. That why theres not material differentiation. Nor is there enough shine on the metal. also, on the metal, there is no "unique detail." What I mean is it kinda looks like you just slapped a base metal texture. I dont see enough detail that suggests…
Hi everyone, I feel like venting a bit :# So I have been unemployed for a bit more than a year now and after sending more applications than I can bear to count and a bunch of interviews I'm still in the same situation. I have tried to improve my portfolio over the years but I think I've reached a point where it's not going…
I created a grid with an underlying curve and the "poles" are splines instanced on the curve points, poining up, the base curve gets duplicated n times and they are placed along the instanced splines forming "rails". It all works well, but the problem I face is that: when I split the underlying curve into two splines, the…
Maybe it's easier to make this inset first and "repair" this later... also depending on the tool.. here in blender: I start with the partly chamfered cuboid (like asked in the other thread).. So because the top and bottom are n-gons a loop/ring select (i always mix the names for the directions up :sweat_smile: ) a…
Congrats on finishing. Doesnt look like Reynolds tho. I'm no expert at likenesses but one way to get a better result is to use an app like zbrush and make it transparent. Get a film of the subject and place it under the sculpt app. Make the app semi transparent and then sculpt using many different angles as reference.
We maintain a Spidey template mesh that we use to start all of the suits with. The same way you would have universal topology/UVs for many other character types in a project. We use that as a starting point for both high and low models. For high models, we usually use subdivision modeling to add pieces that add relief to…
It's 3d, there is very little reason to lock in the composition before you move on. I would recommend getting your props all done, THEN focus on a nice composition. The best way to get better at this is, move fast break things, and make a lot of images.
Great idea and work so far! I think restricting movement to only the player character in view might become frustrating in cases where you want to do something simple like moving to a location without needing to first ensure both bots can see the destination and eachother during transit. I would keep the current control…
I'm going to be starting the process of making a game soon with a friend, we really want to get some basic concepts down so we can better understand what we need to do next in order progress the game development. 1. The main environment tutorial for maya i've been plugging through is oriented around UE4, so all the scales…