Hi Everyone, I'm a Lead Evironment Artist at Creative Assembly. Working on Total Wars Campaign map is my principle domain and area, and as such I noticed recently my 2d skill have gone a little downhill from the standards I set myself when I was younger, so I've decided to do sketch a day to get my skills back on track..…
Hey everyone, I'm still learning character rigging and I currently use a tutorial on youtube to help me with that [ame=" https://www.youtube.com/watch?v=iUPbO9-iEWs"]the Video in question[/ame] Unfortunately now I have reached an impass. When setting up the stretchable IK leg the tutorial uses the distance measurement tool…
Nice work, but yeah the presentation isn't working that well. Just maybe have him floating more sideways or add more floating props like tubes, tools or space rocks and debris to get a scene that he's in space. Keep up the good work!
New sites - flash light - flash power pack - some floating geo on front grip to break up some bland metal, infact most of the decals are floating geo so that's why u see the crazy ao around it :d will be gone on bake
Next challenge: Retopo/Baking :# there's a ton of floating geometry so I will most likely have to separate the mesh and explode all of the elements to get clean normals... any tips on baking quality maps with complex objects/floating geo?
The problem is that you compare float values directly. Use this instead: if distance cV1 cV2 > 0.001 do appendIfUnique aDV i And read this: Comparing float values, by Swordslayer. And make all variables from the first 11 rows local.
There's no way to do it like that. Instead you might want to try using the Floor Grid, keeping the reference images floating around with spotlight, or just put the image onto the 2.5d document itself so that the model floats around ontop of it.
Is this kind of look (transparent with elements floating inside) possible to be created entirely in shaders, Arnold or Unreal? Any tips how I can get started? If not, what other approach would you use?https://imgur.com/a/LKB1Hcy
Speaking of those nanite meshes. Do people really make them for games now ? I mean like straight from zbrush sculpt slightly decimated? No normal maps? I never worked for Unreal so I am curious ? Been under impression the whole nanite thing is a sort of engine showcase rather than real in-game thing. When I model something…
I assume this long triangle shading gradient isn't in hi poly mesh . But it could be if its sub-div model . Most probably although it's low poly model . Easy fix would be just fixing vertex normals/ split normals or whatever they are called in your software. Here I fixed the gradients by just putting Weighted normals…