Try what myself? To model this? Piece of cake. Checking the model structure I told you how I assume it was done. Might be highpoly first but the very straight lines make me think this was modelled not done with retopo. Learn how to model and you can create this lowpoly easily. Converting it to a sculptable mesh is not…
I almost have the low poly version of my gun done. Along the way I experienced some problems with baking maps from xNormal. This was a problem that I've never seen before... After a lot of trail and error and reading countless post on different forums I finally solved the problem. It seems that most of the information was…
I would not recommend any CAD software for modelling game assets. It is like bike messenger asking if he could use Semi-trailer truck for work. Haven't played with Rhino for years, but I believe that you really cant edit polygons in Rhino. You can export your NURBS model as polygon model, but that wont give you good…
Yep you can do morph targets after you skin, just make sure the morpher modifier is under the skin modifier, that's the beauty of max you can apply modifiers out of order and drag on modifier under the others if you need to. It's been a while since i used morph targets. But i think you can do it after the skinning. As long…
I like your work a lot, although, some of it could be removed for sure to shine what you can do well. The ray gun is awesome and something I would highly recommend taking to game res :thumbup: I find almost everything about your portfolio comes back to this following question, what do you want to be? Which right now isn't…
Available on Fab Showcase Video Contents: 1. Introduction 2. Initial Setup 3. Settings 4. Screenshot Maker 5. More 6. Changelog 1. Introduction Concept Art Shader 2 is a rework of the Concept Art Shader Pack, I created a few years ago. This new version not only improves the look, but also the usability greatly. It is…
Pretty much exactly what it says in the title - what are your opinions when it comes to making hair that doesn't need much movement, if any? The reason for my posting this is because I need my latest character to have eyebrows, and no matter what I do with the dynamic settings they move far too much. As eyebrows they don't…
@AXEL Thanks man I appreciate it! The final mesh has a polycount of 2,000 and not 9k I decided to drop it as low as i could go -So here is my High Poly Work Flow- 1. Create mesh make sure proportions are good super Important, on this asset i went back and forth so many times trying to nail the proportions 2. Start going…
Hey Robert, I agree with Ashervisalis here and I also feel your portfolio
is lacking actual level design. If this is what you’re trying to go for then
your work should tell me that, but all I’m seeing is levels created for the
sake of looks. Great if you’re focus is on environment artwork, but design
needs to go deeper.…
Using SBM and meshsmooth is the way to go, turbosmooth is okay if your just previewing but as a final product it's not ideal imo < that's from personal experience though some people like it :/ ======================================================= This is my method with some instruction from Santiago Orgaz; 1. Detach all…