Hi, So after going through so many blogs and forums related to Unity lighting artifacts (specular wobbly, dark spots, seams, shadow acne etc) I have finally managed to get some acceptable result. Will be posting the full workflow guide. Used Directional Specular mode with real time resolution of 1 and baked resolution of…
I think you messed the quote a smidge there :D Kevin says 1hr grid time = 1 min real world (not second) 1min real time = 1hr grid time 1 day = 1440min real time = 1440hrs grid time (approx 60 days on the grid) 1yr = 525,600min real time = 525,600hrs grid time (approx 21,900 days on the grid, 60yrs) Kevin Flynn was stuck on…
In max you can create a helper called a grid. Then you can use the place highlight mode (its in the align drop down)to place the grid parallel with the surface. Then you can activate the grid, and you can change the view to grid, or any view relative to the grid. You can also set coordinate systems to grid and more. Plus,…
The quality of that video is pretty bad, its hard to tell if the gizmo is actually highlighting the vert or if you're grabbing an axis. If you hover over the center of the gizmo it should unhighlight all of the axis and put a little circle around the vert, then you click and can drag it around. Which is the core difference…
Hi all, Recently I have been doing some practice on concept art to improve my modeling sensibility, and I found Sketchbook to be a decent software for my purpose. One problem I have is to setup the perspective guide properly. See this example. (reference image from Two Point Hospital) As you can see I have setup the 2…
Hi everyone, We’re looking for freelance 3D artists experienced in creating realistic 3D models. Task: create a model of the American Ice Company building. While modeling, use the main reference as a guide: https://www.abandonedspaces.com/wp-content/uploads/sites/58/2019/10/8324979959_98777faa2c_k-640x428.jpg Estimated…
If you import it in one go you'll just get a single giant mesh. It's better to import individual meshes. The grid is so you can snap edges of objects together easily. If an object doesn't need to fit perfectly with another object then it's not important to make it fit the grid. Rocks are an example of an object which…
Hi Does anyone know how to get rid of light mapping bleeds or have general advice for light mapping in UDK? I've tried everything I can think of to get rid of these issues, from keeping the shells sewn to cutting them up, snapping them to the grid with 3 pixel padding Light bleeds current UV Looks fine on a fresh import,…
It's a native look-and-feel UI with a 3D viewport embedded ( which you can disable completely so no extra rendering time will be used in case you want to execute just the HM2NM tool, etc ). I changed the right-collapsible window by floating/docking windows though... in that way you can move the windows with more freedom or…
This week I started working on the blockout for the sniper rifle and focused on building a strong foundation for the overall shape and proportions. My main goal was to establish the base forms and get a clean, readable silhouette before moving into any high-detail work. So far I’ve modeled the butt pad, cheek piece, sling…