Modeling:

Since I had to model super fast I used a lot of modifiers in 3DsMax to get fast results and I discovered a few modeling tricks on the way 😂

I also tried to re-use as much model as I could (leaves, pumpkin, etc)

4/10

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I would like to call her GODDNESS...😍😍😍Good job,Eddy Shin!💪💪
I like female characters FOREVER!🥳🥳
Artstation:https://t.co/isiFWHRKRT

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Hi!! Working on a new scene for now it looking to dark. Still need a lot of work. I hope you enjoy this little update hopefully I can post frequent about this project. :)

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Cinema4DとZBrushはどちらがいいかはモデルによりそう。今回の例だとZBrushいまいちだったけど、ZBrush使い慣れてなく。もっとうまいリダクションの仕方あるのかな。

ついでに3dsMax(ProOptimizer)でもやってみた。

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Before/After

The progress is palpable🙏We're inching closer to BIG things so stay tuned!

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Manual retopo ain't always pretty but I think it's gonna bake real nice. It's slow going but I personally like that extra precision and oversight w/ manual vs auto decimate which often gives crazy messy, difficult to unwrap topo. Only abt 10 more pieces to go!

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It's so that means it's time for me to jump back into retopo purgatory! Haven't worked on this piece in a while so I'm stoked to get this done and start texturing in

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Hiya

I'm Jessie, cinematic storyboard artist (Gears 5) and freelance concept artist.

I love meaty character acting, designing and worldbuilding.

Workflow: 3dsmax/Substance Painter/PS

Available early 2021.
https://t.co/L571a5g4ce

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Here’s my first 3d environment made in 3dsMAX R2 back in 1998. Ten years later at LucasArts, I was lucky enough to make the Deathstar 1 Throne Room for The Force Unleashed.

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【JOBS】
Production I.Gのミッションは『最高の作品を作る』こと。
ミッションに賛同いただける3DCGアーティスト募集の方、ご応募ください。
新卒・未経験・経験者まで幅広く募集しています。
主な使用ソフトは3dsMAX。
入社後3dsMaxを覚えて頂く事になります。

https://t.co/8EDwn28Ewi

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First prototype for my if anyone has any input it would me much appreciated, had loads of fun. Udims workflow, 4 textures sets and 160 UV tiles.

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So finally finished laying the textures down on in the Udims Workflow and its way more efficient as well as being way more fun. Just got to add all the call-signs, logos and detailing and i am nearly there.

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今日の放送でチラ見せしてたスサノヲのフレーム構造の初期案です。作るのも楽しいし、オリジナルメガミ作成のベースにも活躍すると思います。デザインは朱羅の倍ぐらい大変だった・・・
実際に3mm軸が収まるか3dsmaxでモデリングして確かめながらデザインしています。

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