I really dig your ideas about UX and hotkeys. On that point,
I’m reminded of a really old android app I used to use: Cloverpaint. It also allowed
color sliders to be keymapped, with a clever design that also let you slide
up/down to change the scale range, allowing greater or less granularity on the
fly, e.g. value slider.…
Update! -Added an exterior door wall. -Added a walkway. -Replaced the window opening model with a new one. I also had a question about the back faces of wall models. In the case of the school’s outer perimeter wall, I deliberately removed the back faces to save on polygon count, since no one will ever see that side, it…
Ok finally get to see this, nice work! Crits: - The 2nd smaller dock down by the boat, should be a floating dock. It rises and falls with the tide. The posts on the end aren't tie offs, they are long guides anchored to the sea floor. The dock slides up and down them. What looks like concrete blocks on the art test, are…
PROJECT: STEINVAR Adventure RPG on Unreal Engine 5 Cold Cup Games is expanding the team for the indie project Steinvar. ABOUT THE PROJECT Steinvar is an adventure RPG set in a northern fantasy world. Players explore an island, interact with the environment, engage in combat encounters, and gradually uncover the secrets of…
Noth I don't do much of a character modelling lately , more of environment stuff: walls , rocks , tiling surfaces , etc and use Zbrush more like a manual touch to SDesigner. To fix taste related things. To weed out some obviously procedural looking things like slope blur produced erosion or curvature edge masks. Once…
I'm making elements for a modular scene for Unreal Engine and I would like to texture the walls using two different materials, one for the inner side and another one for the outter side. So, I have added a different material ID to every side. The problem is... what's the best way to make the uv mapping and textures for…
Unlike the Trim brush, Slicing doesn't fill in the missing geometry. This means your model now has some giant holes in it. Combined with its thinness, and you might get wacky results (dynamesh likes closed volumes). For the most stable behavior, you might want to cap those two holes off after slicing the model, and then…
Hello, I'm not sure the best way to word this question. I've explored all of the options for symmetry in Zbrush and didn't fidn anything that suits the object I'm working on. with x and y symmetry and rotation (to move the center point) I've been able to make this object. I was only able to create one piece of the object.…
I have been using Quixel Suite with no problems up until last week. nDo has decided to quit showing me the tools necessary to make changes to the current layer. I'm currently on Quixel's Live Support and so far, it hasn't solved any issues. I don't know what to do, maybe a user has run into this situation as well. These…
Well, looks like there is a lap belt in the left side of the seat. I just don’t get how this modeling and UVing and baking at this amount of detail was completed in two weeks, seems fishy to me. Maybe possible though? Would love to be proven wrong though!