Hotfix 3 doesn't fix issues with HQ rendering, only Viewport 2.0. Some people have had better luck rolling back to a previous driver and using HQ mode then, although I don't know if this will then mess up functionality with viewport 2.0...
That's expected (to a degree). If the background is very bright, there is less contrast for the reflection to show up against, especially when looking right at the reflecting surface rather than at a glancing angle (Fresnel). You can see that the reflection is still there, just very faint. Basically, the dark parts of the…
praise the maker, got to rush post been a bit but i got results worth sharing i think especially since idk if anyone figured out the "issues" with blenders EEVEE renderings/viewport situations i took a long while to be honest: This is EEVEE , yes i did "fix it for me"; idk if anyone else did it for themselves. I made SOoo…
2: The specifics of the your renderer make a difference but if you're using a double sided material it's not going to backface-cull any geometry which means you're processing more than you can see and that's bad. for thin stuff - glass panes, cloth etc. its a good idea. otherwise, stick to a single sided material
Showreel: http://vimeo.com/110860963 At CG Republic we offer professional service of high standard to all our clients. We aim to deliver project before deadline and meet and exceed expectations. We are based in the UK and consist of a team of qualified and exceptional individuals who have a passion and credibility in the…
Hello. This is my first post on Polycount forum. I would like to share my Github repository with HLSL/Cg shader programs, ready to use in Unity3D engine. Repository is constantly updated. https://github.com/przemyslawzaworski/Unity3D-CG-programming Here is some videos where you can see these shaders in action:…
Hello everyone, I just recently purchased the GMH2 hair script for maya. So far I love the script, but I bought the script because I was under the impression that it created lowpoly hair for use in game engines. I was disappointed to find out that it does not do this, nor does the tutorial cover how to bake the results…
Hey everyone! So after freelance work dried up at the beginning of the pandemic, I decided to finally make something while we were in lockdown. Taking a lot of what I started learning here on the Polycount forums' breakdown of Motomura San's work on Guilty Gear, and a lot of great insight from people on the Blender NPR…
@2300511685 Correct, the round over in the third step was added with a non-destructive bevel / chamfer modifier that uses edge weights to control the width. If edge weights aren't an option then a simple loop path could also be used to constrain the round over. There's a few different ways to approach modeling lofted…
Hello, unfortunately I can’t show the current project. I will probably create a new scene when I have some free time and show it instead, since I’m not able to share the current one. Video reference: https://www.youtube.com/watch?v=h5fTnIBziXc The issue with my scene is that I can’t achieve the same sense of volume as the…