Hi everyone, i decided to give sculpting a shot, so here it is, my first attempt at a head. Not finished in any way, and something seems off about it idk what lol. If you guys can point to some tips to improve myself, i would appreciate it a lot :awesome: P.S.: Don't know where to go from here xD
Thanks Doug, Yeah,I learned that was a better approach halfway thru the process. Image heavy but heres an update to my scene. Heres every mesh for my scene, all the ones with the hard edges are covered by other meshes so they wont be seen. Im not sure if i need to still take them further? The following notes on the things…
To preserve resolution of the alpha and don't fight for texture resolution with the main model, I also make some decals and apply them with geo. The full list of floaters, this time im using them as geo but i will be baking them down to a trim sheet, would be faster to apply than this.
https://80.lv/articles/blender-3ds-max-connector/ Does this work with all materials, textures and uv maps structure in tact? I am thinking of trying it but wanted to get other people's experiences with it on a professional level. Will appreciate anyone's opinion on using it. Also noticed it is located on github, does this…
Hey everybody, I'm about to graduate from my 3 year game dev program here at Durham College. I'm pretty excited to get out there and look for work, I was really hoping to get some solid crits about my website, its layout and the content I have on it. http://tpogson.carbonmade.com/
A little fan art of the old school batmobile :) I made this to practice some hard surface modeling, it was overall a quick and fun project, learned a lot as always :Dmade with maya and quixel suite. you can find a Marmoset viewer on my artstation if you want to take a closer look. https://www.artstation.com/artwork/nDo66
I’m trying to improve my sculpting skills with more than just repetitive practice. With drawing, I’ve found that proper instruction massively improves growth. But with digital sculpting, every course I’ve tried in the past was garbage. Either just teaching the base software or doing a glorified time-lapse with minimal…
Considering mostly these assets will be used together, then the fewer textures the better. I would do a mix of trim sheets (for repeating forms) and a few unique textures as needed for specific shapes.