AM1908 Project studies Dx11 and Dx12 mesh tessellation polygon subdivisions for game development. The mesh was done using an early Rhinoceros3D 7 WIP, RizomUV for mapping and later painted in Adobe Substance Painter 2019, Iray rendering where photorealism was in mind. All were made by hand using a using GTX 1080Ti. As a branding intention, the “GOGO” expression was created for the purpose and represented the four wheels of a vehicle.
these are phenomenal… I’d love to see you do a tutorial video on your process… You have clearly figured out a really amazing workflow that delivers spectacular results.
I would encourage you to do a written thread on RizomUV - why it’s necessary, the problems with Rhino UVs that you are fixing, and how to use it. You have truly figured this out better than anyone else, and it would be wonderful to share this bridge that you’ve built between Rhino and Substance.
just put the info out there, I’m thinking the community will be very receptive to anything you are willing to share…I know I would. Your work is really fantastic.
First, I need some exercise. What about I do the hard work of UV mapping for you?
What I can do is offer my time as a freelancer for a period to debug problems in Rhino8.
At the most affordable price that Fiverr can handle.