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…
Just a quick update. Back from the holidays and did some additions. Added wheels and made an attempt at modelling the part behind the wheel. I have a problem with modelling the part behind the wheel. I want to make it as simple as possible, since that part won't be seen much, but in reality it has a bunch of connecting…
We are looking for freelancer 3d clothes modeler Requirements: Must know marvelous designer, z brush or blender (any other 3d program) Please send email to anca_pagan@yahoo.com with portfolio , artstation link or any other pictures of work done
Hello. First time poster, long time lurker here. I have a question about the source sdk model viewer. It seems I can't put in a background... Any help? I've tried looking but it doesn't look like a common situation.
Hi! I'm pretty new to rigging and 3D in general and I was wondering if anyone could give me some advice on what pose to give a frog model that you haven't rigged yet? Should the legs be straight, or can they be slightly bent like in the picture?
:# pSo, I’ve gotta say a lot of the critiques I was going to mention from your first post to this update have been fixed. I like that you’ve got your wood grain working logically with the pieces of the model and that you’ve broken up areas to visually distinguish between boards which looks super nice on your update post.…
Good start ... Who cares about the polygone count. Unless you are planing to send the model in some game... Etienne PS: Did you ever make a Slime model?
I am currently tuning up my personal portfolio for my MFA classes in preparation for for mid point review. I am seeking constructive and professional critiques. Please make comments on any aspect of the project, modeling, lighting, texture, etc. I'm looking to present this in a better way both with lighting and…
Hey, This may be a huge noob question, but I gotta step up and learn somehow. I am primarily a Hard-surface Modeler so I am getting the hang of organics better. I sculpted a stone brick for the heck of it ( I don't have a screen because I deleted the file ) but when I unwrapped the low poly of the sculp there were so many…
So i'm having trouble getting my low_poly scabard looking correct. I have tried quite a few things but still the lighting is "off" to say the least. I've tried -manually setting up smoothing groups, -mirroring UV's in trouble areas to see if it is caused by normals. -Remodelling the low poly from nothing to try and get…