Just launched 75th tutorial on MagicPicker's hidden (and not so hidden) functions! (Well technically it's 59th MagicPicker-related tutorial as 16 tutorials are dedicated to other panels and their combinations). (Tip#75: Pantone color value display in MagicPicker) You can see all 75 tutorials, tips and hints about hidden…
network, a LOT. attend as many meetups, and industry functions as you possibley can. build up a solid web presence and build up a name for yourself, make yourself recognisable! you want for producers/leads to go "i think we need a guy for x job", and another artist goes "have you seen this?" and they go "oh yeah i saw that…
Weird I recognise this but it is an accessory from a fashion collection by an Icelandic based designer named Sruli Recht (http://srulirecht.com/) My girlfriend is a tailor at his studio and showed me pictures from the Paris show including that gun a similar style knife and some glass shoes. They where all custom made for…
@Freezy Demon You're right, I'm working on a screen that represents colour really weird :'( I'll see what I can do. @eleventh That's looking realy good! I've moved from Iray to Marmoset and it's really good. 1: You have way better control of the objects in your scene and especially the lights, 2: it has more functionality…
The 'normal' of a vertex is simply the averaged normals of the surrounding faces. Get the verts connected faces, then use the polyop.getFaceNormal function for each and average to get the normal. Maybe something like this: vrtNum = (polyOp.getVertSelection $.baseObject) as array vrtFacs = (polyop.getFacesUsingVert $…
Small progress update: Quick play around with different colours: And thanks to a suggestion from Bardler in the polycount g+ hangouts, I've changed the top horizontal red dashes to have a different depth than the vertical dash, so that when you view them at an angle they move by different increments, which is apparently…
One thing I suggest if you don't do it already is learn more of photoshop's functionality. There are some awesome things you can do with overlays etc. here's a link. http://www.cgtextures.com/content.php?action=tutorial&name=blendif MY main critique would be that the second texture really does look like noise with motion…
you should make a decal sheet to help you marry some of those assets to the wall. right now everything looks like its floating. If you put some stains or just some simple faked ambient occlusion on flat sheets in between the wall and assets things will look a bit more real. also, maintenance boxes usually have more…
work with proper basemeshesad you will not have to decimate, like ever decimated meshes are horrible, the shading can be partially broken, you lose a lot of zbrushs great functions, i really can't recommend working with them. for posing you don't need your meshes at the highest level and as long as you have seperate…
Really awesome modeling, super clean. Have you thought about maybe adding a payload to this, maybe a large metal container? I see the concept doesnt have any, so you could use your obvious skill to match the style. I suppose it wouldn't be too hard to do and would really help push its function for the viewer. With or…