https://vimeo.com/273370342 https://vimeo.com/252070180 Hey everyone! I've been working on a tool that automatically generates an exploded view from your models in the engine. You can download the latest package here! You can download it for free if you type in $0. Make sure to leave some feedback in this form, it makes it…
I'm wondering if anyone has experience sculpting large amounts of necklaces and jewelry (Think Mr T amounts) in ZB? I'm working on a character right now that has a similar amount of jewelry as Mr T, but I'm just hitting a wall-- should I create a million links along splines in Maya then project those for a normal map, or…
That's what I've started to pick up on. When I first really got into 3D and making ambitious projects, I felt like the time that it took was just "baked" into the project itself. i.e. you want to make a real-time character? well then it takes xyz amount of hours no matter what. Now I've realized that you could make a…
I feel the synthetic feel in games and 3D in general has two main causes: - Lack of technical capacity of engine (or performance and time constraints when authoring) Engines are very good at displaying an staggering amount of tris now, have better lighting solutions, high resolution textures and more. Yet as pointed out…
This is correct, lowpoly wireframes for games should be, well, lowpoly. There is no point in having edgeloops that add nothing to the mesh. I have a breakdown of one of my projects here on polycount where I go into detail what's important for a lowpoly, you can check it out here Your lowpoly has a density mismatch between…
Are you serious? As it stands, in order to become an alcoholic, you have to drink large amounts of alcohol over a long period of time. Chances are, you've never met the pot equivalent because: a) Only a small amount of the population takes pot, and b) Only a small amount of pot users take enough to qualify as being the…
-At the bottom of the projection modifier enabled "shaded" first (makes it more clear) -Then the little arrrow next to "Push - amount", slide that up untill the cage encompasses the highpoly. (you never want your cage to be 100% even/flush with the highpoly/lowpoly). (if you have shaded on, it will give a good view of it)…
512x512 isn't bad for your portfolio, as you want to show off your texturing skills. But depending on the game the amount of texture space you should use for that varies wildly. If it was a player-held prop, like say a third person game where you can beat people with it or throw it, 512x512 would be okay. If it's just…
alright i read those links, so here is my visaulisation to make sure i understand; 1. specular 2. angle of the specular reflection, based on the glossiness of the surface. if its wide its more spread out and thus weaker (energy conservation) 3. diffuse different materials have different amounts of specular reflections and…
NEW ----> FlexTonn v1.1 OSL Toon Manager is a tool for Maya designed for artists working with custom OSL shaders (like FlexToonShader or Toon_Eyes). It allows you to: * 🎯 Create and manage light locators for your shaders * 🔗 Automatically connect lights to the correct attributes * 💾 Save and reload presets * 🧬 Quickly…