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Re: Location, Location, Location
Reply by
jackalope
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Dec 2010
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Collaboration & Unpaid Work
havnt posted in this thread before but thought i would submit an idea. A Diesel punk factory that has been overgrown by a jungle? just a thought
Re: pictures thread.
Reply by
Thegodzero
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Dec 2004
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General Discussion
Well who hasnt done that before? BTW your place looks just like mine, same everything except for the microwave is above the stove.
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Re: Busts sculpts for boardgame pieces
Reply by
Stirls
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Jan 2014
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3D Art Showcase & Critiques
It's much less blobby now. Nice work. However, the eyes are far too sunken in. The man in the reference isn't nearly as gaunt, I'd think.
Re: Super Mudbox painting problems
Reply by
oglu
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Nov 2012
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Technical Talk
to long thin faces... and you havnt turned on smooth uvs in the subD prefs... and you need some more edges to hold the faces in place...
Re: Answered: Properly loading an ID Preset in Quixel Suite 2.0
Reply by
stevekouts01
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Jun 2016
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Quixel Megascans
Im still having this problem in Quixel 2.2.0. Its slowing down our workflow, any news on this? This hasnt worked since upgrading to 2.0.
Re: The Bi-Weekly Substance Challenge (Challenge 1 & 2)
Reply by
Nathan3D
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Feb 2017
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3D Art Showcase & Critiques
@Moist @Daniel_Swing good starts :) here is my start havnt touched the roughness yet and really just base colours but this is where im going.
Re: Holdeen's Elf Girl
Reply by
woogity
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Jul 2012
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3D Art Showcase & Critiques
looking really awesome man, hair baked out beautifully! havnt seen the concept before feels very final fantasy~ish -Woog
Re: Naked Pigeon Thing
Reply by
TehSplatt
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May 2012
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3D Art Showcase & Critiques
Did a quick test bake tonight and did some sculpting havnt started cutting down the polys yet its at about 6000 tris
Re: [P&P] - SDK THREAD
Reply by
GoK
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Jan 2006
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Stickies
OK this was done a while back but i still havnt seen anybody actualy do any skins for it http://www.jodygallagher.co.uk/files/TigerSDK.rar Jody
Re: Sketchbook:Kanible
Reply by
GsKanible
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Apr 2008
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Digital Sketchbooks
The treads are higher poly because it was originally a lofted object to support an animated texture for class. I hadnt reduced it when I made these renders
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