Hello, so I set the project to this main file, and opened the scene for this rig and this is what the viewport is looking like. Instructions for the rig are: Below are the steps to load the character’s textures: How to Load Textures in Maya Open Maya. Go to File > Set Project. Select the main folder of the project you…
@Shinjitsu84 Wow, you got it right! That means I didn't fail miserably :D As for Tom Cruise you are doing I think you should give him wider/bigger neck and blend transition between neck/jaw a little. @battlecow Why last mod? Is modding community for Skyrim here to blame, or just lack of time? @maxivz those are bakes?…
Hello all Polycount friends! Hope all is well. 👋 Re-introduction For those of you who don't know me, I'm Donte'! I used to create a ton of 3D environment / material work but made a switch over to concept art five years ago. I still do dabble in 3D stuff every once in a while though haha. 🎨 Programs 1. Krita (digital…
Hello! Been a busy christmas and new year, here is the texturing and set up in unreal In the final pose the helmet will be at his feet as part of the set dressing
Hello :) thx allert ! So everyone can write shaders? you mean using a nodal system or actually writing C code? Uber shader is my way to go and my code is usually structured this way, so your programmers shouldn't panic ;) (hell I even reduced by 75% the cost of one of CCP's uber shader written by a 'real programmer' ;) )…
Hello , i am working on ornamental door as part of learning how to do trim sheets properly so am working by texel density 2k for 2 meters which is in maya supposed to be 10.24 px/unite but i came across another problem , my understanding is the better way to do trim is to finish the model first to measure accurately its…
Hello, recently decided to move on with texturing some assets so I thought I'd start with the most simple... however, it seems like ran into an issue right from the get go :( there's this horrible 'pinching' at the 4 ring bevels on the body. below are the lo poly (with UV map and sharp seams), and the high poly both shown…
Hello to my fellow polycounters! I’ve been working on a character in the evenings after my day-job, in hopes of pushing my portfolio forwards. In the past I’ve either had a fairly generalist portfolio, or the chosen designs were not visually strong. I’ve reflected a lot lately, and decided to push forwards with a stylized…