yeah, geez Nik, you have to be absolutely scared shitless of being blacklisted by the industry like the rest of us, it's only fair. You can't just *say* what's on your mind, my god
On an art forum if you dislike something its better to just type it and say why you dislike it. That is more helpful for feedback than just saying you don't like it. While the greentooth reaction adds a "like" to the post it also cuts down on the number of quote replies that just say I agree. No ones feelings are really relevant in this situation.
sometimes i want a dislike button can we do this or are we still running on feelings? "not hurting the sensitive mentally damaged people."
"The sensitive mentally damaged people"? Are you about to start complaining about "snowflakes" too?
What would even be the point of adding it? This isn't Reddit. It's a forum. The visibility of posts has nothing to do with how many likes or dislikes it has. If you dislike something, you can just ignore it, rebuke it, or let it be buried by the new replies that come on top of it.
or what about giftable loot boxes containing senior artist advice
"Ah dang, I got the boolean bevel advice again! I got this one 7 times already, and I'm not even doing hard surface! Well, guess I need to buy more greentooth tokens. My pity roll should be in the next 3-5 I think..."
If you don’t like something, you’re always free to simply ignore it and move on. Or better yet, give some constructive criticism how it could be made better.
Hey, really love how this looks and am considering getting it! I have a few questions about this (though maybe not all directly related to the tool?).
How would this integrate in a workflow with an external texturing program like Substance Painter? I'm also curious what you meant by a midpoly + decals workflow exactly.
I haven't seen a whole lot of behind-the-scenes stuff in professional models for games, and was wondering if a typical mesh would have that many decals (vs a traditional bake to texture), though I understand this is an example scene meant to show the versatility of the tool (which seems amazing!)
Functions like parallax occlusion mapping work in both Unity and Unreal?
And lastly your Maya viewport looks really good, how do you get it to look like that?
Right - re-setting the mean radius to 1 did work. I didn't know that was necessary I guess. I thought re-setting scale in object would take care of all scale issues. Thanks for the help!