While Foundry is working out the issue with Kits on Steam, I've released the collection of Macros for MODO Indie: MODO INDIE | Pushing
Points Macros Collection The Pushing points Macro Collection is a collection of over
30 tools from the Pushing Points Hatchet and Topology Scripts collections that
have been converted to…
Got a new tool called ProPal that makes it quick and easy to bake a model into a seamlessly tiling texture. My primary purpose for the tool is to quickly build textures for walls, roads, facades in Max that only need to tile in one direction (U or V). The tool is on sale through Sunday for $4. If you watch the video on the…
My work so far! I could call it finished, but If someone has any ideas to make the scene better, do tell please! After started and (kind of) finishing a awesome mech-tank I am now starting on a new portfolio piece called: Sanctum. (My old thread: http://www.polycount.com/forum/showthread.php?t=116199) I will make my first…
Max used to push the cage out differently on the subsequent pushes after the first push. Have you tried looking for changes in direction of the vertices from different pushes? Also did you try to use the Max cage in substance painter? By the way, I thought the cage collapsing in on itself or overlapping itself was okay,…
I dunno, guys. I think the art for the original Deus Ex was so old/rushed/poor that I'm not sure it had a cohesive art style. More so, is it something that could be leaned on now, in a new, contemporary title, without looking a bit silly. I'm really loving the new style these guys have pushed into the franchise. I love…
Thanks for the feedback. I had to rush to finish it for class on Thursday so I am not even close to happy with the textures. I don't really get how spec maps work in maya, because the scythes/bone are fairly white, and the rock is pretty dark with some white speckles and edge highlights in it. I might revisit this over…
looking pretty good so far, I did a super fast paintover for you (bit rushed), I think you got everything in the right places but just needs a little shifting around to get the proportions and shape right, might help to drop a subdiv or two to get the shape in easier. Main thing I saw was his back is too thick from the…
Will_Maccabe thanks for the kind words! I definitely want to push the environment some more and have some ideas sketched out for something more fitting for this new character. I want to do another pass on the player character at some point as well. I'd definitely love to expand this project further but for now I'm mostly…
https://www.artstation.com/artwork/5Wg3OO This is a personal reimagination of one of the Corvian settlements from Dark Souls III. The goal was to capture the decayed, eerie atmosphere of the original while pushing my own interpretation of its architecture and mood. Made Using Blender, Substance Designer and Painter
First off, are you using Modo 801? If you aren't, then ignore anything about morph maps. Previous versions of Modo didn't have cage baking. If you ARE using 801, you need to follow these steps:* Read this help page about the baking workflow in Modo 801 * Read this thread about normal maps and hard edges * Set your…