Hello there! I've been meaning to ask about that long time ago: can you recommend any techniques or workflows fitting for a model that does not have any high-poly source mesh available? In particular, I'm very interested to know about the following: * First question: ambient occlusion baking. Are there any caveats or…
Originally posted at procgen.wordpress.com This entry is about considerations and aspects you should think of when you are implementing procedural generation (procgen) systems, beyond the pros and cons presented in the previous post (here). Some of these could also be considered pros or cons and, in fact, some of you…
did a small 3d diorama based on warframe. You can rotate it here: https://www.artstation.com/artwork/J6ywD Initially I had an idea of making few 3D dioramas for Marmoset's web viewer based on my favorite computer games and possible movies\cartoons\anime for 3D viewer specifically, using a simplified style to do it fast and…
This script acts just like the edge Connect button on an editable poly object, but it will also raise of lower the new vert to keep the overall curvature of the object. So if you connected the edges down the length of a cylinder with the normal connect button, you end up with a new edge loop but the cylinder now has a flat…
Decals of this nature seems like ~30 minutes of fiddling in PS with a couple custom brushes (that you could probably make from scratch pretty quickly), that will net you some brushes you can use forever into the future, and easy high-res source files to tweak as needed. AI is good at what it's seen a lot of. Examples…
Hey ! Thanks for feedback. You are right, I started reworking the ground model to have better and more define sculpt, and I will also work on the blend, as both of you said. And yes about light color and mood, i'm still trying to find a balance between something colorful without being indigest. Thanks for pointing this out…
Hey guys, I'm looking to do a university dissertation which will essentially be a tutorial for a "next-gen" asset. I'm wondering what you guys think defines a "next-gen" (or could be now called current gen) model, the texture/tri-count etc and if there's any good resources you could recommend for me to observe any trends…
If you need anatomy references, find images of existing fat, but strong, body builders. "Strong men" as they're called. Also cross reference them with exsiting Lord of the Rings assets of trolls and the like; see what's kept, noted, or defined between those fictional character assets and real life references.
Definitely overly wasteful? Do you have any suggestions on what I should be doing differently? Maybe I should be defining one long seam on the inside of the bone.. Seems like it would be super slow to click each vertice to split, especially on a 100+ bone workflow. Any tips appreciated.
Adam, usually it's just starting with a base in Zbrush/Mudbox to give you your main defining shapes. World Machine is mainly used for just topping it off with erosion, terracing and flow maps. I don't know of a straight up tutorial on it, but the node based system in WM is pretty easy to dink around with.