Unity is just as capable as UDK in most situations This is the common issue with software also. Blender -> free so ALOT of people use it, which means theres going to be more "bad" stuff to see rather than good. Many assume it isn't as powerful as other 3d packages because of this. Unity -> free aswell as UDK but Unity is…
Great selection of work you have, im a big fan of those sci-fi weapons, looks very professional. I must agree with others that it might be in your best interests to remove the character. Good luck.
Just a couple of quickie models I've finished during the evenings of the last week or so. They are rendered in xNormal (xnormal.net if you haven't discovered this nice 3d viewer/normal map generator yet). Used maya for modeling, mudbox for sculpting and zbrush for parts of the texturing. xNormal did much of the baking.…
I've spent the last few months teaching myself Zbrush and various other 3D programs. I'm mainly interested in creating miniatures/statues for 3D printing. I've been tinkering around with an idea for a while: What's the most efficient workflow for creating a high poly character (for 3D printing) with multiple versions of…
Modeled, painted and rendered in Zbrush, with just 2 days left on my 30 day trial. I'm undecided on whether I should go for a 3D print or not. I'm going to wait and see if I still like it in a couple of weeks.
I guess I'll have to stop playing eve as well. Just so you know, I dont know how they'll connect Dust 514 with Eve online, but if they are to implement the entire game within the game, I'd say the graphics are sound, because Eve does run only one server only as far as I know.
Hey I'm not perfect at this either but a few things I see wrong. The nose is a bit too bulbous and defined at the tip. The bridge of his nose is not defined enough and too lumpy. The nostrils aren't showing enough (bad reference since it is in complete shadow) which makes it look like he has a hook nose. But part of that…
Hello, - Step 1 shows the manual cleanup to patch holes, using regular polygon modeling techniques. - Step 2 shows the individual thin chunks of terrain being extruded down to create thick slabs. The box under them was just used as a negative Boolean to even/flatten their bottom side, but this could be done with just…
Look great Travis, can't wait to see more. Just wondering, where do you got to school? Most of the 3d classes I've taken at RIT do not go into this depth of detail unfortunately, so I'm shopping around.
Here is another bust that I am in the works on getting printed, so any comments or critiques are always appreciated:) Spark Stevston89: Thank you very much, and yes you do:) Popol: Hahah, just what I was going for:)