Updates!!!! srry on the long pauses i haven't had loads of time to work on fun stuff lately, work has been busy just some accessories weps next then im gonna retop project and resculpt the face and body i dont much care for its edge layout at the moment. -Woog
Hey there everyone! My long arduous journey towards a job on the WoW team is continuing as fervently as ever. With GDC coming up though, I was wondering if you guys had any more critical comments or recommendations for someone aiming to get in Blizzard's doors. Here's the link to my portfolio!…
Here’s a screen of a little scene I’m putting together somewhat based on past South American cultures. I’m aiming for the level layout to resemble one suitable for 3D platformers such as Yooka Laylee or A Hat in Time. Some ideas I have for fleshing out the scene is a large, blocky stone snake wrapping around the ziggurat…
Hey guys I'm a noob at doing eyes and my school didn't really teach me about doing eyes. the way I did them were quite noobish. I modelled it just by adding a sphere then I textured it here's my uv layout and now my character looks weird Can someone tell me how to do proper eyes?
Hey guys and girls. So lately I've been thinking about doing some interior art. I looked around online for ideas, and I found a really cool pic from inside an abandoned hotel or something along those lines. I decided I wouldn't just recreate it, but try to make it look high end and new again. The original: The blocking of…
Duncan Fraser took some time to write up a great post about his workflow you should check it out "My sole aim as an artist is to continually improve myself and inspire others (if possible)" Mission accomplished if you ask me, thanks for taking the time to layout such a great sample. Swing by the thread and join the…
Hi guys Im currently doing some blocking out and need to fire on quick textures to get a sense of scale and layout. Im finding the "assign favourite material" section at the bottom of the marking menu a bit awkward and long and was want to hotkey the lambert function. Sadly I cant find where it is in the hotkey menu. Any…
It is using a cage, there's nothing else within the cage. This is as an 8k TGA. I don't see how a Trim Sheet is relevant to the UV layout, there are that many posts and they all need to be unwrapped, I don't want them all stacked on top of each other because it will be too obvious that there'll be texture repeats.
You would need a procedural approach that adapts the rig and blends the animations. I'm forgetting the game right now, but it allowed the user to pick from an array of evolution mutations, to drill down to a design they liked. It was hugely popular a few years ago, people sharing screenshots of insane character layouts…
Why do you want to flatten it ? If its to get a good UV layout, you can just duplicate it, unwrap the duplicate mesh with UVs the way you want, and us maxes Render to Texture feature to transfer the texture from the old split uv mesh to the new mesh with good uvs. ?