Lately, I've started to notice that there is less and less information about 3D...It's just terrible for newcomers to this industry. My name is Max and I've been doing 3D for 2 years now, let me tell you the story of my trouble. I came into the 3D industry at the age of 11, inspired by pixar cartoons, and I thought 3D was…
finally decided to make a thread for this gun after a few redos on the texture....this was a good practice for me for both texturing and sub-d modelling *cough* less ridiculously hard edges that does not get caught in normals *cough*...im slightly satisfied with it at the moment...i also took a few liberties to change some…
I actually wanted to do this concept when I was searching through artstation, but there are so many straps and belts :s . Maybe you have fixed this already, but I think the problem lies in the neck and chest. Look forward to seeing more progress. [spoiler] [/spoiler]
When I have a lot of objects (not attached) on the scene, Max works very slowly :/ After attach all together to one object - is pretty good. Why :/ ? Is it possible to do sthg that Max would work a little bit better with a lot of separated objects?
I just unwrap VFX-style. Chop it into as many islands as is needed to ensure the least distortion. I'll be 3D texturing it in S Painter or Mari anyway so it doesn't matter.
What can be considered as a "game-ready" asset when it comes to polycount? I know it all depends on the asset, but I want to know what you guys/girls mean about this.
An arab with this many cellphones in his trunk wouldn't even raise an eyebrow 'round here, most cellphone traders (on fleamarkets or in privately owned, often run-down stores) are turks (which count as arabs, don't they?).
Hello fellow CTs/Ts! I made this based off of an old toy I say from the mid 70s/early 80s. Unfortunately I could not find a picture of it, but I think the design is quite nice. I also took inspiration from Mach 5, the car from Speed Racer, and a few ships from Star Wars. I hope you guys enjoy it!…
what if we want to hand paint those textures on 3d model (not 2d uv) in some softwares like mari , not traditionally with photoshop ... in that way is it important how many seams we have ?