This Shape Hates Ngons (Blender Hard Surface Modeling Tutorial)
This Blender tutorial by Blenderbros demonstrates hard-surface modeling techniques, comparing traditional and Subdivision Surface (SubD) workflows. Using a cylinder, the instructor showcases how SubD avoids shading distortions. Learn to achieve clean topology and rounded edges with efficient methods.
https://lnkd.in/ekAzK5aT#blender#blender3d#b3d#3d
This is a very smooth 3D scan of rebars.
This is a geophysical method using electromagnetic waves with high frequency to non-invasively scan the reinforcement of a concrete slab. Such technique allows us to conduct accurate mapping of location, depth, and spacing of rebars and other utilities without drilling or damaging the structure. Very crucial for renovation projects, structural assessment, and ensuring compliance before cutting or coring.
Analyzing light and shadow on a 3D nose model helps to understand depth and form.
The interplay of light and shadow reveals the contours and structure of the form. Observing how light interacts with surfaces provides valuable insights into the three-dimensional nature of objects.
Understanding lighting and shadow is key to accurately represent depth and volume. #art#lighting#shadow#3dmodel
It was great to have Jonathan Reilly kick off our 'Creature Sculpting and Topology for VFX' course here at CAVE Academy.
For Week 01, Jon focussed on concepting and sculpting the arm for what will be our Werewolf asset. Working from a basemesh, Jon also demonstrated the value of having subdiv levels for blocking and using polygroups for easy masking.
This is a little snippet from the first session and to check out the full 3hr, real-time, no cheats, no gimmicks recording, follow the link below:
https://lnkd.in/efTepsMG
Each week, we'll be running a LIVE session, so you can also join in on the conversation and ask Jon questions along the way.
#modelling#sculpting#zbrush#visualeffects#vfx#caveacademy#autodesk#maxon#maya
While most of our scenes are made using 2D illustrations, sometimes we like to use 3D models, too! One such example is the 3D model of the asteroid we needed for one of our recent videos. This is how we modeled, illustrated and animated that asteroid, step by step! 🌠
One of the most satisfying tasks of the 'Cosmic Careers' project was creating the curve-driven lava tubes. This required a custom-tooling approach to create non-destructive, UV-mapped geometry for the underground environments. Check out the case study for more details on my process: https://lnkd.in/d6mat4up#b3d#3DArt#GameDev#Unity
LayerCraft 2.5 is live!
This version comes with a new superpower: MapCraft integration.
Now your texture projections are sharper, smarter, and perfectly aligned.
- Correct normal rotations
- UV directions that respect the source texture
- Flawless world projection or optimized mask setups
Whether you’re crafting fake displacement (Parallax), world-space tiling variations, or randomized offsets..
LayerCraft 2.5 handles it all, elegantly and efficiently.
Even better, Custom Primitive Data controls are now available for UVs.
Check it out:
https://lnkd.in/dFrfkdfH#UnrealEngine#MaterialSystem#TechArt#LayerCraft#GameDev#ProceduralWorkflow
I’ve been developing a unique ASCII 3D Model Wirewrapper - a little experiment that lets you view animated 3D objects rendered entirely in code, reminiscent of something straight out of The Matrix.
It’s both mesmerizing and oddly beautiful - simple characters dancing and forming complex living beings.
You listen to me James Hawkins, you got the making of greatness in you...