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Accurate Displacement Workflow. Intro This tutorial attempts to cover and clarify the process of generating and applying accurate displacement maps from either ZBrush or Mudbox, to V-Ray for Maya, V-Ray for 3ds Max, V-Ray for Cinema 4D, or Arnold for Maya (MtoA).

Accurate Displacement Workflow

There's often a lot of confusion and misinformation surrounding displacement maps and how they're supposed to work. You'll sometimes see artists load a displacement map onto their low resolution geometry and play with intensity and depth values until it looks somewhat similar to their high resolution geometry and assume that's it's as close as they can get. Models. Blog. Signup. CG Persia. Ghost Recon Future Soldier E3 2010 on Behance. ZBrushCentral. GameArtisans. Creative Crash : High Quality 3D Models, Scripts, Plugins and More! :

Polycount. Gears of War 3: Ladie's Night :) - Page 2. Quote: The time varies, based on subject matter.

Gears of War 3: Ladie's Night :) - Page 2

I think the general estimate is 3 weeks for HP, 2 weeks for low poly and processing. Maybe a week for texturing. Speaking for myself, I try to stick to that schedule, but in practice I often revise and revisit a model several times throughout the project. What I've found is that I can get 90% of the look I want on the first try, but the remaining 10% take a lot of work to make sure, as it's been mentioned in another post, that it feels less like a model and more like a person. When it's something like a creature, it's a bit easier to stick to the schedule simply because it does not have hair (which is very time consuming) and will like not have the same facial demands for Cinematics. that said, creatures are still very difficult because of the detail that is expected. Welcome to The Computer Graphics Society.

World's Computer Graphics Community. DOOM 3 Model Pack - The Hive Workshop. The social network for professionals in entertainment - Animation, Movies, Visual Effects, Games, Illustration, Concept Artists, and more. If you make cool stuff, join us! 3DTotal.com - CG artists homepage with fresh CG industry news // Download All You Want. Danny Williams Updates. Skip to main content 404 Error We're sorry, but the page you were looking for doesn't exist.

Danny Williams Updates

Here are some useful links Edit Confirm Delete Are you sure you want to delete this? Upload new project x. MODELADO DE UNA CABEZA. 3D Character Art for Games - Vol. 1 - 720P. CG Terminal. SEGA’s Viking: Battle for Asgard (UPDATED APRIL 29) And here some storyboards i did for the game as well.

SEGA’s Viking: Battle for Asgard (UPDATED APRIL 29)

Www.portointeractivecenter.org/site/wp-content/uploads/2008/12/Transferring-the-Rig-and-Animations-from-a-Character.pdf. BadKing. Nueva pestaña. Fat Thin Variations - Doc 3. Asset Creation Guide - CryENGINE 3 Free SDK. Icon Obsolete.

Fat Thin Variations - Doc 3. Asset Creation Guide - CryENGINE 3 Free SDK

This documentation refers to either a deprecated system or an unsupported function or feature. This document is a general overview of the topics that need to be taken care of when modeling a character for the CryENGINE. It also contains links to more detailed sections in the documentation. A character is a combination of geometry data that is attached to a skeletal hierarchy. Bodies What is most important about the low-poly model? The most important part of the low-poly model is the outer shape. To make the body model work correctly in the game, ensure the following: The characters geometry is connected to a skeleton and is exported in the .chr format.If the character is used as an AI, make sure that the physics settings and IK Limits are correctly set up.The character geometry is facing the positive y-direction in 3ds Max or the positive z-axis in XSI and Maya.

Mortal Kombat - Scorpion. TF2 Shading in UT3 tutorial - Unreal Tournament 3 Game. Tutorials. Featured Member: beneto (Bernard Beneteau) With only seven posts in the two years that Bernard Beneteau has been a member at ZBC, he's definitely what you'd call a "lurker".

Featured Member: beneto (Bernard Beneteau)

But sometimes it's the quiet types who can surprise you the most. That was certainly the case when Bernard shared his recent work on Mortal Kombat vs. DC Universe. The characters were awesome! We then checked out his website and new right away that this was someone who needed to be interviewed. Andrzej "Firebat" Marszalek Portfolio. Creating Wrinkle Maps - Doc 3. Asset Creation Guide - CryENGINE 3 Free SDK. Icon Obsolete.

Creating Wrinkle Maps - Doc 3. Asset Creation Guide - CryENGINE 3 Free SDK

This documentation refers to either a deprecated system or an unsupported function or feature. Lowpoly characters do not usually have that many polygons for modeling wrinkles directly into morphs. To help accomplish this, use wrinkle map that are blended via morphtargets. Wrinkle maps are special textures derived from two normal maps (in this case a frown and an eye brow raiser facial expression) and manually created in Photoshop. Erik Halsey Student Reel. Subinoy's sketchbook. Ver Tema - [3Dmax + Zbrush]Women Nanosuit. Thiago Costa » 3d. Lagoa Rebirth Back in 2002 I was doing some programming gigs when I started in 3D by making interactive demos of industrial motors using HTML, Flash and 3D.

Thiago Costa » 3d

The job paid badly but it was really fun. I learned a ton about the creative process and the demos meant a lot to the client as they could visualize what they were going to make before they decided to make it. It was empowering for everyone. After that job I drifted into TV, then advertising, motion graphics, movies and games. Since Lagoa MultiPhysics I’ve learned a few things about the software industry. Before I crossed over to software development, I was only a user. We are demanding of our tools and ourselves.We are loud when things work the way we expect them to work.We get angry when things don’t work the way they need to.We like to create stuff, we do not like to pay for software. Put it simply – I know how I feel as a user, and as a developer I know how freaking hard it is to satisfy all of the above. Mind Traveler Design: Tutorial: Battle Guy -The making of. Battle Guy: Game Ready Character Creation Tutorial Tutorial By: Anwar Bey-Taylor - www.mindtravelerdesign.com Model By: Anwar Bey-Taylor - www.mindtravelerdesign.com Concept By: Clement Sauve - Introduction: This walk through will guide you through the process of the creation of "Battle Guy", a game ready character model.

This tutorial is written with broad strokes, allowing the reader to start to gain an understanding of the many stages that the model went through during creation. Tools Needed: Pixologic Zbrush Autodesk 3ds Max Headus uv layout Xnormal 8 Monkeys Labs Marmoset Toolbag Concept: Concept was drawn by Clement Sauve (RIP) 1: The Sketching. 3DMotive Creating Terrain with UDK.

3DMotive - C# for Unity | 335 MBEnglish | AVC1 1280x720 30 fps | AAC 128 Kbps 44.1 KHzGenre: eLearning In this lesson, Alan Thorn is going to be covering C# fundamentals as well as how to script in Unity using the C# language.

3DMotive Creating Terrain with UDK

Here you'll learn how to create basic script files and get and understanding for variables, functions, events, loops, conditional statements, and classes as you get your feet wet with programming in Unity. Low_poly_character8 - Free Tutorial and Design Idea on tutorius.net. ARTEM VOLCHIK. Team Fortress 2 im Half-Life 1 Stil « News « Team Fortress 2 - TF2 - TFC - TFPortal. Professional Training for Artists.