Hi everyone, just joined polycount :) I've hit a bit of a brick wall with this sculpt I'm working on , this is my first try at a full female bust. I'm at the stage of mid frequency changes - no hair or eyebrow detail yet, I'm still dynameshing, as I'm not ready for details because the form isn't looking right to me yet.…
Hey everyone, just wanted to let you know of a little side thing I will be doing with the awesome talents of TAD ( www.theartdepartment.org ) I will be teaching a 3d course on modeling for games, and zbrush creation of characters. Along with taking tons of classes myself from some of the insane teachers Jason Manley has…
Hi everyone, recently I have being testing a way to simplify the eye mesh and be modular to use on realtime and high render you can see it here (https://polycount.com/discussion/206915/eye-setup-for-realtime-and-high-render#latest) I was quite sure Unreal could do this as well as marmoset but it does not. I noticed the…
Bear with me trying to explain this! I hope the pictures help to clarify what im driving at. Here's my loincloth ( front view ). Note that it has a 'lip' that folds forward over the top. Make sense? Also of note is that it doesn't have thickness. How I usually do cloth is not to make a solid mass, but a single sided poly…
Hi guys, So through strife ive made my first real construction script in ue4 and ive gota building using instanced meshes in order to edit the mesh desired, number of floors and number of segments (both width and depth). However im getting this strange performance drop when viewing the structure from different angles. The…
The 2d view is still a 3d projection in painter - it's just done in UV space. The whole foundation of the painting system is projected brush strokes so I can't see them implementing anything like that - especially given that it's a pretty niche use case.
@Zaphk Awesome design on the cape. Love the hand paintedness of it. @mihalceanu Good design. I'm curious on how it'll look modeled. More work on my PA hair. Tested the new ingame preview workshop feature and wasn't liking how it appeared in game. New perspective on it I guess. So I went back with a base version of the…
What I usually do for a part like that is stamp down some negative height detail to make it appear that one part is housed into or jointed to the other. So in your handle case above I would split the view to 3d/UV, find the island, line up a circular alpha(or just the default brush with desired hardness) to the AO from…
due to having a love for photography and a background in it, i suppose i'm maybe a bit more sensitive to cameras in a 3d space. i can't sculpt in orthographic mode, it leads to many errors when i finally see the model within a 3d space with a proper camera. i really try to shoot my own reference whenever possible. this way…
Well, the top down view is real in game view. And that's where the majority of the game is played. You can zoom way in if you want to get those views you see for most of the trailer, but most will be top down from further away. Thats why the terrain doesnt look the greatest up close. The world is MASSIVE, so its hard to…