The way I was taught to do it is to create a sampling of several colors and hues to create a palette, and use those colors to create your base. You put down splotches of color, and then use the eye dropper to sample the in-between shades and keep painting until you blend them together. Based on the the style you're going…
[ame]www.youtube.com/watch?v=eAhfZUZiwSE[/ame] serious note. Not even the pro's do perfect circles, but they get close. Then they use ellipse guides. The purpose of being able to freehand cirlces is so that you can do confident lines and not have "hairy" sketches. So the drawings stay clean. Anyhoo, I bought Scott…
Hi everyone I know that some of you don't look at the news section here, so I thought I should let you know that a new tutorial video, that guys at 3dmotive and me have been working on, has just been released. The tutorial is about four hours long and focuses mainly on creating foliage textures from highpoly meshes,…
Hey! Recently I did a research about hair. Me personally hate hair, I always had problems with it and still have. But maybe this will be helpful to others too. Just wanted to have this links in one place and share with others, feel free to comment and add yours. So the most useful info I found is from Zbrush Summit 2016.…
Hi, I wanted to create precise carvings (would be baked on a normal map) around a mesh, like this: What could be the best approach for this? I've tried creating the shape, and using curves in blender to move around the base mesh, but it's a bit difficult to control. What would you do?
Hi! There are a few ways to go about when creating custom masks, but non of them are particularly difficult! What I usually do is to create a custom base material in black and white, always tile-able so that they can be reused in future projects. Those are the materials you see under "PATTERNS" in the material browser in…
This discussion was created from comments split from: How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking).
Looking for someone to redesign the 4 main characters (I modeled, rigged, and animated the characters myself as prototypes for temporary demo functionality. I want to work with someone for a full redesign of each character, including rigging. I don't need animations) Game is a local 4 player co-op dungeon crawler (like…
My biggest question is how does the lowest detail object have the same UVs as the main object? Do you lay out UVs on the original and then duplicate the object and remove edge loops etc to create the next LOD and so on? This may be pretty simple but I just have no experience in creating them.
I've begun using Ddo/3do painter as my go to for painting out seams and was wondering if there's an easy way to create a project with only an albedo map. Since the content I'm producing only features a color map I don't need the Spec Gloss and Normal maps which are created automatically. Currently I'll remove them after…