Designing Ships - Alien and Human Alike
GrimmstarDeveloping an alien ship that utilizes design techniques seldom (if ever) used before is a daunting task. We think we've found something that works: Alien...
Please don't use the comments box below to look for help or assistance with your mod or game.

Developing an alien ship that utilizes design techniques seldom (if ever) used before is a daunting task. We think we've found something that works: Alien...
An update on the current state of our models as we push for a early access release on 4/30/2019. Think we can make it?
David and Yves, our Lead and Environment Artists on Othercide, show you how they created some environments for the Dark Corner. Learn more about their...
iMeshup is an online toolkit built to help 3D artists and gamedev studios collaborate on game graphics. It lets you view and comment on 3D models (a la...
Procedural modeling can be a huge bonus to small teams that want to create diverse worlds. We needed to create piers. 3 of them.
I used z brush for the first time today and its truly awesome! The pc's at uni have like 4 gig of ram so i was able to play about with millions of polys for fun...i dont quite know how my poor 5 year old desktop is gonna like it tho :( lol
Blender3D and I mocked around with SharpConstruct. Blender3D has since some time sculpting support which is more or less what zBrush does without the optimizations ( since it works on what they call Multi-Mesh or something like that ). Never worked with it though but maybe for my model I'm gonna give it a try... if my older worker PC doesn't crumble to dust while doing so :D
Zbrush Is pretty optimized from what i see of the blender demo they break the mesh up and hide it to keep the program from "lagging". Still seems pretty good.
What they do is using this Multi-Mesh stuff ( I'm slipping the right term right now ). What it basically does is allowing you to modify the mesh at different Sub-Division levels. Hence you can sculpt on a high Sub-Div level and then you can go back to your low-poly mesh ( Sub-Div level 0 ) and move the vertices around while Blendr keeps your high mesh sculpt intact. I don't know though how well this works but from what I heard from blender heads this works splendid.
Can't compare this now to zBrush since I can not use it ( commercial ). I would though ought to say that zBrush wins on speed by a lot, especially since Blender blows a big hole into your RAM once you bump up sub-division level a lot. My old daily-use-pc has only 256MB RAM which is blown to pieces quickly as soon as I work on some high polygon stuff. That said though I've heard that in the last update the entire sculpt code received some speed up.
Damn, now I'm eager to try this out... you made me do it again TKAzA :D
yer all these super high poly apps work on the subdiv levels :) super fun and super easy to use also good for tweaking a lp mesh :)
3dsMax4life. Be so kind as to share your experiences with Zbrush if you get the chance, tuts you find useful and such. I want to look into when I get the chance. THnx!
3dsmax + zbrush and photoshop
zbrush is good, so very good :D
Hi fellow modellers :) What kinda programs are you guys used to using? I use 3DMax and im just getting into Z brush....i'd like to learn Maya too.