Thank you. And it is bloody hard. Like I just said to someone else on Discord - the imposter syndrome is god-awful and it's worse when you're over-sensitive and an overthinker. And yet, when I've worked on an exercise for a few hours, and it's going nowhere and it looks and feels awful, imposter syndrome kicks in, and yet…
Hello! After about half of a year of doing nothing for my portfolio finally starting my new WIP. This time I wanted something modern with interesting shapes and opportunity to attach suppressor and sight. So I decided to make Ruger Mark IV Lite. I really like the contrast between black and gold colors so this color will be…
Hi! I am trying to practice rigging in maya, and I need models to rig. You can send me your model and I will rig it, for free, its a practice to me. Then you can sell the rig on internet or whatever, I dont care. Probably I will use the rig to test technical animation, implementation to game engine and things like that
I have an issue with Substrate where anything over the fogged (rough) glass has artifacts around them. Like a glow and the area around doesn't have the rough glass. The more rough the glass surface is, the more the artifacts become larger. Went through a lot of settings and didn't have any luck. Anyone encounter this…
Sorta, bit it doesn't work well . I tried to go that hi pass way . blur a bit and treshold dark lines and then add white value to initially highpassed picture ( right in my example) to isolate cracks only and clean small dots noise but it kills a half of tiny crack lines too. then I tried to expand /bevel what left of…
Is this software rendered? or in an engine. If its not in an engine...have you considered this? In addition to what Sectaurs said: In general your scene just isn't visually interesting. You have a nice start, but you just don't really have any interesting shapes. You really need to break up all the flat lines everywhere.…
https://vimeo.com/449966465 We have already seen how to apply gradient ascent, descent and contour lines to heightfield like planar geometry. The same concept can be applied to heightfields. Because heightfields are volumes, getting the gradient is very easy by using the volumegradient function. The normal of a heightfield…
before I injure myself from repeated desk/head contact ... I've got an array/list/whatever of vectors, I want them ordered into a line based on proximity to the next nearest point. i.e point 0 connects to the nearest point, point 1 connects to the nearest point that isn't point 0 -- and so on I don't need to worry about…
hey so im mainly a maya user, though im starting to use 3ds max as well. one thing i heavily use general 3d programs like those for is creating my game model from my high poly i export all the parts from zbrush at around division 3 where i have the main details but there arent too many polys for maya/max to handle. i then…
Do you remember how some big action movies from the 90s had those neat miniature & matte painting cities that were heavily exaggerated? I would like to make something like that for 1990s Los Angeles. My pitch is an open-world, third person, action game / simulation set in megacity LA. There are many great films set in LA…