Yea think about why a dumpster would need techy cables and such running all over it. It's a dumpster. Most of the details of a dumpster would come from its construction, not it's function. Basically Its large pieces of sheet metal held together in some way (bolts, welding, etc.) Unless its a super self-compacting dumpter…
Hi Everyone! I’m Yury Taran, a Senior 3D Character Artist with 5+ years of production experience in game studios. This thread is a collection of my portfolio pieces and WIPs, which I’ll be updating over time with both personal and production work. My main focus is realistic and stylized characters for games. Below are a…
Hey folks - since some folks found my last post interesting or helpful - I thought I would post another one - to the same student as before - Discalimer: These are just my thoughts, ideas, perspectives etc. - I don't claim to know everything or anything - Some things be debatable, or might not be PC or whatever - But it's…
I started with a blockout on the basemesh proportions, I don't really pay attention to the silhouette yet, as I use mostly primary shapes that will not give the right contour. I like to color the different elements. It helps me see which part of the character is disproportionate. I used the Transpose Master to move around…
I was wondering how they animated those videos from aphex twin: First minute of T69 Collapse https://www.youtube.com/watch?v=SqayDnQ2wmw Here around 03:00 https://www.youtube.com/watch?v=e_Ue_P7vcRE Any ideas? The fact that the 3D-Camera is moving around the objects with those animated textures let me wonder if it was all…
End-of-year update :) Small update to wrap up the year. Over the past weeks I’ve been pushing this scene out of early blockout and into a final graybox / art blockout stage. The overall layout and vertical flow are now largely locked, and I’ve started replacing primitives with my own modular meshes from Blender to properly…
In response to Vig: <u>Core functionality</u> "History stack": please don't call Max's stack a "history stack", because it's not - it's a modifier stack! Maya has a "history stack", but it is far less flexible than the Modifier Stack, and I've noticed that when objects build up a big history you have to delete it all to…
Hey! Has anyone encountered an object with multiple textures applied changing its material IDs on the fly? Or when applying new textures to shells, they simply display for a few seconds, and then the viewport changes and it changes back to a different texture? It's getting to the point where I click on faces and it will…