Hello Mehdi, looking good! :) I recommend setting a relatively low polygon budget (10-15k max) and trying to keep the clothig layers combined in the low poly. Make sure the silhouette reads well from different angles and up to closeups, especially the face. Look up nice topology from similar styles of games (Overwatch,…
Hello. Let me introduce you to project The Way Story: In short - our MainCharacter is involved in car accident, looses consciousness and wakes up in a strange place, more like other world. There he must find a way to return to his home. On his journey he will discover strange things, find out about existence of many…
I forgot how I did it and help pages doesn't help really . Both Chat and Gemini know nothing . The whole random system looks like a bug maybe. But I am sure I did it before. it was in brush>modifiers as far as I remember . Yet "Variation" and "variation select" slider in 3 position do nothing. Still same mesh inserted.…
I really want to like using the crease tool for my sub-div modeling, but sometimes it is challenging to get it right. The right shape of the following image is the base model. the left shape was achieved by using edge loops. The left shape with the edge loops is the look that I'm trying to achieve using creasing, and maybe…
Hey Polycounters, just wanted to show you some of the stuff our team is currently working at. Below is a video of our prototype which was developed by our team of 13 students within two months. It shows off really basic gameplay and a mostly blocked out environment. Obviously, features are not yet fully implemented,…
I agree with Neox, and I would recommend to not directly assume something is done in a certain way unless you verify it yourself or take it from verified sources. I don't know how this result would be achieved in Nuke, as I am unfamiliar with the requirements/capabilities of that software; but I know of a couple videos…
Soooo after (way too much) trial and error, I found it was a combination of things. The edge loops on my high poly model were way too tight, I redid my uvs so that every time the model went over 45 degrees angle change I made a new uv island which seemed to help, and also I put proper smoothing groups per UV island. Thanks…
Interesting about continuous meshes. That might actually be very relevant to some of the kitbashed models we're doing, I'll make sure to look into that. Re: large polygons, let's say I have a large flat plane as the floor of a building, for example, is there a chance it'd be beneficial to add otherwise unnecessary loops…