Hi guys, since my last thread is a while ago I wanted to post a new mesh I work on since yesterday. It's not too special but I want to improve my texturing skills, modelling skills, etc.. Also it's ment to be a future portfolio piece. Maybe I'm going to make a scene out of it later. :) I'm done modelling and baking, so now…
Usually when you send an .obj from max to maya, maya tries to lock the tangency normals to whatever it was before, this way you don't lose your "smoothing groups". If you unlock the normals you will have to redo the soft/hard edges.
Whats currently "the best" modeling software for vegetation (plants, trees, bushes, etc. etc.) for both usage - like real time (games) (low to middle poly) but also for still/video renders (mid to high poly). My main modeling application is 3ds max (renderer is vray). The top application was speedtree for years. I also…
I threw together a quick tutorial on using capsule shadows inside of Unreal Engine 4. Let me know if there are other lighting things you would like to know more about. Cheers! Link: https://youtu.be/5pcH7HC7rhE
Hey! I'm new to 3d and can't seem to find solution to my problem. I have a model of avatar fully made in Zbrush. high and low poly with uv maps. Was planning on importing model further to Substance Painter and texturing it there as I need to paint a specific pattern right on the skin of avatar. Then realised my laptop…
hey guys! my first post here on polycount. hey just wanting get to apply at ID software and have a decent chance... so im doing a smaller project. hopefully i can get it all in game... so im making a prop based on this concept i drew up real quick. i need to get this done FAST so i can put in my app at ID before someone…
So im wondering, is this something i do inside of substance or something i would do in a renderer or games engine, lets say im making it want to look abit like a light saber from Faller Order example below. What would one have too do to get an effect like this too save out as Emisive maps for Marmoset im using a PBR based…