Hello All, We are looking for a talented 3D Character modeller to create the characters and character assets for our 3D MMO Social Game - Port Galaxy. We are looking for someone who will charge indie rates or do the work for a flat fee. We currently have a team working on Port Galaxy, however, we are trying to meet a…
Substance Designer is built around producing square shaped doc, pretty inflexible for tile-able textures beyond cell phone games + unique UV unwrap, also useless for non unique textures. It could be helpful if they ad a few extra options. It's not a composer really. You would need to do a lot of redundant routine…
Although it is very late, I leave a reply here maybe this can help others : fbx does not support driven key node so you cannot bring it out. blendshape need to be baked . Step by step : select the mesh, then select the blendshape node in attribute column, edit>keys> bake simulation (option : check "selected" instead…
Hey everyone, I started this environment for a Polycount challenge a while back but couldn’t finish it because I got busy. I’ve picked it up again and I’m currently at the finished blockout / early set dressing stage. I still need to work on a few props—some of them are just placeholders for now. I also haven’t done a…
This is based on Alex Moody's briefcase tutorial from 3dmotive. I've done a little subD on and off for a few years and messed with the basic materials in Max, but this is the first time I've really done anything else. All done in Max and Photoshop. Screenshots are from the Max viewport. The entire process took forever, but…
Looking cool. A trick that works pretty well for cloth is to do a flatten normal driven by a panning noise texture. That way you make the folds of the normalmap fade in and out and seem to ondulate in the wind. For the little things in front of the AC, i think the movement should be a lot faster and (as a more personal…
Hey Ashervisalis! Thanks for your detailed feedback. I agree with everything you critiqued there is still a lot of work for me to do and to learn. I will look into Flood Fill node and Vector Warp node to be honest I have never used them before so thanks for the tip. I used a decal for the moss I thought I would be enough…
Wow, I have been gone a while, between a vacation and a different project I didn't get much work done on my portfolio the last couple of months, but I am back on the bandwagon now. Got the low poly for the lantern done, as well as unwrapped and some casting. Below is an update of the wireframe and the normal map in 3point.…
my bachelor thesis is done and now i kind of see this program useless as is and i was toying with the idea of making it node based and transform it in some kind of compositor. with a bit of rework i could change the interfface and the modifiers that i made until now so they can be used as nodes here i made a quick gui…
I'm glad you figured it out! A quick note about terms: Skin normally refers to the mesh that is bound to a skeleton. "Skinning" is the act of weighting the verts to the various bones. This comes from 3dsmax and Maya using modifiers called Skin to preform this operation. Basically stretching the mesh skin over the bones.…