Its finally sinkining that there is a HUGE difference in approach between 1.)lo poly modeling as a base for hi poly sculpted models vs 2.)lo poly modeling as base for a normal mapped ingame object or character.
That's the kind of operation that can't be done in a single action with Z-Modeler due to how it would create n-gons. You would have to resort to workarounds; either how you've done it, or by using ZModeler to delete the top and bottom faces, bevel the now-opened edge, and then use the close action to re-cap the shape.
I made this model in blender, baked the cards in marmoset toolbag and textured it in substance painter. I would like to know your opinion about this model and comments on obvious errors. Thank you.
I’m looking to recreate some character models from the cancelled Mother 3 for the N64and I need someone who can make them as accurate as possible. I’ll provide as much reference material as possible and pay whatever the charge.
The game is a TABS-esq P2P RTS style game, we're going to need models that are simplistic/low-poly for optimization purposes yet still are visually appealing. We're a lax yet highly motivated and ambitious group of developers who are eager to turn our vision into reality, if this seems up your ally then please contact me…
Hi, well, just as the title/headline says. Does modeling as a game artist who follow the reference 1-1 and try to recreate it in 3D and make it as close to the reference as possible considered an Art or just a Craft? I remember one time I was watching BlenderBros videos where Ryu have said that Modeling is craft and it's…
I finished my stylized sword. The low poly model could be more optimised for games, but this was mainly a sculpting and texturing excersise so I didn't want to spend too much time on it. I baked the model in Marmoset just because it gave me better results, and I did the texturing in Painter. Here are the final…
...I think the actual problem with this is the lack of actual in-app interface/workings. If I wanted this in Blender, where's the UI to deploy the actual AI functionality to the 3D workflow... I think many of us would want some sort of interface to tap onto directly in-app, from applications like Blender to game engines…
Modeled in Plasticity | UVs in Maya | Textured in Substance 3D Painter | Rendered in Marmoset Toolbag — This piece is part of my ongoing hard-surface studies and a component of a larger character art project currently in development. — High Definition images: https://www.artstation.com/artwork/V2OddP…