Concentrate on the Right side Menü under Model Tab and use Modo Layout with Top and Front View and 3D. Top and Front View is good for correct placing and Grid Snapping aka correct measurements. 3D View more for Selecting and Overview. IN your picture you see the left Menü, its not relevant in the following process because…
I've had this worked on prior, but the results didn't turn out as well as I'd hoped, not an insult to the man who did work on it (his other work for me has been exquisite), but I would like a more experienced hand on this. I require this model for my drawing work. The work I need done is as follows: * The body needs to be…
Hard surface model that i finished not so long time ago. It was originally part of a larger project but i decided to do it as a separate work. I learned a lot while doing it. A Big thanks to "How The F*#% Do I Model This?" Thread :* Modelled, composited and rendered in Blender. Artstation page Larger parts are manually…
This is some concept work I did in Zbrush. I wanted to take a character that seemed a little difficult for me to make from 2D concept art of the character Turgle from the game Jedi: Survivor and sculpt it in 3D. I designed it as if I was handed the design the character and I couldn't see all the skin folds and bumps and…
Displacement is looking good, your material could use some work though. I'm not sure how game engines handle camera based color-shifting, but in Maya using the sampler info node you can tint and desaturate the albedo as it falls away from the camera. Helps with that "sand look".
For some reason, sometimes, when I have a fracture object I wind up with several pieces hanging in mid air. I noticed that the fracture object has a flag for "Always Break Off Isolated Islands" but that doesn't seem to help the issue. Anyone know why this would be occurring?
I all, Im currently modeling a M1A socom 16, but before i go any further i would like to know if my edge are too hard for a good normal map done with a projection cage? and by the way that's the front part of the barrel... the muzzle flash reducer. Thx
Looking for some clarification. Still fairly new to Marmoset. I have an arm and a hand. Arm and hand are separate meshes (in both the high and low). They live on the same UV set. I do NOT want them to cast AO on each other. I'd like them to bake out into a single PSD file. I like using the Multi-Layer PSD option. Here are…
Thanks Stirls, well spotted, I guess in my effort to hand in my deadline on time i slightly lost track of some details. I notice now the feather size as you point out and also that I have missed off an arm band and a leg band. Haha. The feather's will definitely be large and imposing and peacock like as you say as I'm…