Hello, I am trying to use mesh decal for my models in Unreal, I have made a decal atlas like this: And my model like this (everything is combined into one mesh to import into Unreal): As you can see, the smaller decal face that I am selecting is supposed to be on the top of every other mesh decal. I have also purposely…
I have lots of my custom tools working wrong now not showing conditional inputs . And my all time favorite Fractal sum base noise behaves differently. It's only default noise I have been ever using since forever as input to slope blur and it behave all wrong now. Am I experiencing a program glitch or something. Have it in…
I made a couple SBSAR procedural filters for normalizing textures, since I couldn't find reliable tools for this. Maybe they can help you! Normal maps should always be normalized before final delivery, to make sure the vectors are mathematically correct for optimal shading. It's easy to edit textures in tools like…
Ha nice to see this latest one, i was also inspired by this design for a time, the shows really neat and kind of spooky with all the "secretive", deep "lore". I hear it might make a come back or something.
Greetings! My name is Alain Berset and I am a freelance Senior character/Creature artist from Switzerland working remotely. I am specialized in game ready characters. Here is my Portfolio: http://www.alainberset.com My Fields of competences: -Character/Creature Design -Character/Creature Sculpting -Retopology -Character…
hello there, I would like to share my demo on cloth deformations using only linear blend skinning (skinCluster) https://www.youtube.com/watch?v=NjPE0Z5M8cg Screenshots:
My version of the machine gun M247H Variant as seen in one of the Halo: Infinite. Made in Maya and Render with Arnold Main Renders: Grey: Wireframe: Turntables: Shaded Grey Wireframe