I was hoping to get some advice on modeling a certain piece of a cylinder. I've been trying retaining edge loops and crease sets modifiers (with both turbosmooth and open subdivision) but I can't figure out how to get this to look correct. Here are some screenshots of what I've tried: These first two show the object I'm…
We've had a little project in the works on the side for a few months to celebrate our 15th year of orbiting this crazy internet. We wanted to do something different and something physical. We commissioned a commemorative artwork by Tim Doyle to honor the milestone. You can see the image here in the post, but we'll get a…
Hello All, I have recently started to take a new direction with my portfolio site design because I was getting bad feedback. I wanted to get some more opinions and JesseMoody has been stressing the fact that this is my best resource. Here are some of my ideas, nothing is set in stone. Jesse mentioned that I might want to…
...and this has made me question our relation to how people consumes ''content''. Note here: ''NORMAL PEOPLE'' As if artist aren't normal people; Nope, we're this collective of high elite individuals who hvae gatekept the road and path to illustrative self-expression! It's almost as if Artist were this annoying gate/wall…
Hey! I'm trying to put a different texture on the backside of a plane - for peeling wallpaper. I've tried the TwoSidedTexturing node. It's worked for normals and roughness but the colour is black. The colour shows correctly when I put a point light next to the object. Any help with this is appreciated :) Here's my set up.…
Well, what happens to me is... if I try to apply the cloth modifier to say, a modeled shirt that I've placed over the character... the collisions fail quickly. But, if I create the outline for a shirt using Splines and then apply the Garment Modifier it actually creates a side of the same object but with a mesh specific…
Small update / extra question: Thanks again for the suggestions. I looked at a few portal VFX tutorials, but most of them are more focused on Niagara particles or gameplay portals. What I’m still struggling with is mainly the material/shader structure itself. Right now, my biggest issue is that the portal still feels too…
SDFs are used in many different ways like making reading text in games less pixelated. https://www.youtube.com/watch?v=CGZRHJvJYIg 2D wise it can also be used for example in creating rain hitting the floor, creating a raindrop effect, 3D wise, intersections to visualize visibility shapes, ranges... or like a less resource…
Well its been a while since I last posted on here. I could do with some input from you peeps. This will probably be a refinement process nothing is even close to finished as I want to use this to push my skills up. So I will be using this as a learning exercise more than anything. So critique away (could really do with it)…
Take into account how close you will be able to get to an object in game, and what the platform will be. I recently had to re-do a boatload of textures because when we got our 360 dev kit hooked up to some high def TVs, and the textures just looked like pixelated garbage. For example: If you have a non-tiling 256 covering…