Michal Kaliszさんのプロフィール画像

Michal Kaliszさんのイラストまとめ


Lead Weapon Artist @CDProjektRed | Expert Hardsurface Artist | Designer | Opinions are my own | Portfolio: veezenart.com
allmylinks.com/kalisz-michal

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Sure, but its not about the power of 2 but about matching the correct amount of segments to the number of cut operators. The reason 24 works better is because it adds 1 additional loop between each of 6 booleans around the cylinder. In case of using 5, then 20 would be better.

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Started working today on something new. Just a quick and chill time on the project. WIP.

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Hi! My name is Michal, currently working as Environment/Prop Artist at CD Projekt Red. Highly specialized in hard-surface modeling and technical stuff. In free time I'm trying to improve my design skills.

More below
https://t.co/CT9UfEcsh3
https://t.co/5nF6LH6vqq

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This picture is literally me using move brush in Zbrush

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Some small steps with weapon design that I working on in spare time. WIP. Everything modeled using mid-poly workflow and weighted normals, game-ready intended. Blender 2.8 helps in that a lot. Damn, why we still use high poly+low poly, anyway? :D

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I had fun today in Blender 2.8 using branch with new cool sculpt features for Blender 2.8 and voxel remesher blown my mind :O
I see new great posibilities with that, especially with 3d bashing or just quick design concepting. Thanks Pablo for your work :)

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