Good work everyone. @fonfa: Are you going to squeeze the mask down to a flat surface on the ground from where you have it now? It looks fine other than the lack of straps and the coil thing extending out (which is a visual indication making it clear that it is a gas mask ... remember I needed to be told earlier that it…
With free-to-use 3D engines like UDK and Unity, and equivalents for 2D games, I always thought it'd be neat to resurrect the Skinview mod and have "standards" for various types of 3D content and how to present it to the community, so we can compare each other's work more easily. Sort of like saying, this "class" of model…
I started learning Blender by modeling a motherboard initially, mostly because its simple geometry in most cases, giving me a good chance to practice some basic hotkeys, but I sort of just kept going until I arrived here. So now I have a full PC modeled, with only 3 textures and basic geometry because I wanted to also…
Hello everyone! I've finished the final scene! Checkout the artstation page for breakdown: https://www.artstation.com/artwork/AqY1k5 I'm working on my new scene in UE4, as part of my school assignment. The topic for the assignment is "water" and I wanted to make something moody and mysterious. This is my current WIP stage:…
Scifi and hard surface is pretty uncharted territory for me. Hence the post. This is my initial design. I didn't really have a concept just a laid back session in Zbrush. Plan is.. - Have the helmet open at the nose intersection. - A visor falling from the crown to protect the eye things. - Eventually put a face in. - Then…
from some reason i can not get true, realistic feeling to this render.. the screen does not have that back-lit and i need it as realistic as possible? can anyone help me.. i enabled final gather settings for it are initial FG .5 rays per FG 50 Interpolate 50 samples min 16 max 64 type i mitchell i turned on mr photographic…
Just started a new portfolio piece, and just doing the initial blockout. So this is going to form the basis of the low poly, my next step will be.. (1) to create high poly versions of the various parts by slapping on the turbo-smooth and then adding edge loops as required to tighten up edges etc (2) UV the low poly (3)…
Hi guys! So I've heard about this CS:GO event and I thought that I would give it a go. I really don't have that much background with Photoshop and stuff because I never really use it in my field of study which is Civil Eng'g. So yeah. First off, My design was inspired by I decided to flip it horizontally to avoid any…
Hey everyone! I've been working on this character based off of one of Sergi Brosa's concepts I've mostly moved on from an initial Dynamesh sketch phase into locking down the forms -> finishing up the high poly. Here is my current progress. The uglier/rougher stuff is either subdiv 1 or still dynamesh and the stash is going…