Hey. Over the weekend i've started working on my next "portfolio piece". Hopefully this is a good pick, that will cover major parts of beeing a character artist: likeness, anatomy, clothes/folds and hardsurface (i'll try to model his weapon - never done that before). I would like to push this one as far as i can - just to…
for the game I'm making, we'll be in a position where I might need to replace a bunch of instanced objects with a different object. Can anyone think of a relatively easy way of doing this? I think I remember coming across a script that might be handy aages ago but I can't remember where or what it was called.. edit: whoops…
Greetings, I've decided to switch my contest submission to something that was a little more inspiring to me. The character I'm designing is based on Raijin (aka Raiden), the Japanese God of Thunder. In the myths, he is usually equipped with eight drums, with which he signals his thunder. My design is more simplified. The…
Hi, all. I have a seemingly simple goal. I want to scale a tool within zbrush in a single dimension. For example in the image below I have a simple cylinder seen from the side. I want to make it longer, ie stretch it out. How can I do this? The Deformation pallate's Size slider would work, except that it uses a pivot point…
Hey EQ! Long time... =) how u been? Sorry for the late reply, yours got lost in a sea of notifications. 1. Awesome! good to hear =) 2. Aha, that explains it. Textures can get flagged according to their initial load and then get assigned an sRGB value. For sure I mis-loaded, I had to redo it so many times XD 3. OK, I need…
hey! nice progress so far, but I think the coloumns should be much taller than they are now... i think usually 2 times the distance between them (aka diamter of the arch) Also their upper parts needs some love too. They should be large as the capital on them, as they are now it structurally weak as the weight of the arches…
From what I understand: the savings and boost depends on where your engine is bound. The memory sw it's are a definite, and instances objects can and do help draw rates as they can be more easily batched. If your engine is more bound by the gpu's fill rate then it may not help as much. I do know from some demos and just…
I would reduce the chunkiness of the yaw. The head looks more triangular in the drawings. This would also help to define the cheeks a bit more. The eyes are a lot better now. The bone structure at her eyebrows should be more round and open the corner and not the opposite like the model shows it. The corners of her mouth…
Whoa... is that the real motive here? :p I'm kind of meh about this whole hub idea since my main use of Polycount is as a great big searchable archive of game art knowledge. Social media features add nothing to that. It's even the opposite, since you have to be around to catch any of it. I guess for you folks you actively…
I've had Jamin for two courses at AAU and it's insane how much everyone improves in his classes. At first all our stuff looked similar, but once we all understood his technique more we ran with it and developed our own styles from it. Hand painting can be a slow process, sometimes there's no instantly gratifying part of…