I’m starting a new personal project focused on modeling a sniper rifle. The goal is to create a highly detailed and accurate 3D model while staying true to the weapon’s real-world design, proportions, and materials. At this stage, I’m gathering and organizing references to guide the modeling process. These include…
collision is trickier than i thought... do you have any idea about this topics : -Color depth / bits per pixels -Resolution , wich reolution to use in pixelart and when .. -Color palette ...
Finished reading... Sounds like they have spent a lot of time on this release! Definitely the biggest driver feature packed release I have seen. And it's still only in Beta ( I would be really surprised if there are not many bugs introduced with the 301 series considering some of the longstanding tdr issues they have been…
I’m starting a new personal project to model Chappie, the iconic robot from the movie Chappie. The goal of this project is to create a highly detailed, accurate 3D model while staying true to the character’s original design. For this stage, I’m gathering and organizing references to guide the modeling process. These…
I agree! And I wonder, how long can it last like this? All great fallen empires in the past fell under their own weight. Just keep coming up with more and more rules, increasingly complex beurocracies. You can only legislate so much until either A) you've become a dystopian ultra-surveilance society or B) there's a…
Hi there!Fully procedural Pizza Napoletana material made in Substance Designer.A short break from environment production work, focused on procedural material creation. Some more on ArtStation - Pizza Napoletana | Substance designer fully procedural material., Arthur ZenkovichBuon appetito! Substance graph is big and…
2048 or 4069 are texture resolutions, texel density is pixels per world unit. The average high end game will support texture resolutions of 4096 or higher, but which resolution makes most sense depends on the asset and use case. Edit: Of course 2048 or 4096 are ultimately just numbers, so maybe I was the one making a wrong…
For portfolio entries people usually upload high resolution content alongside detailed breakdowns, so is there a reason why you've chosen an optimised route? also yes various workarounds do exist however posting a pic or two would be nice, to enable effective advice instead of guess-work i.e. organic or hard surface...etc?
I never had to make pillow pipings but when I need do to similar small seam-adjacent details I leave them as seams (or even use proxy piping if I need their volume to affect something in the simulation) and when the garment is ready: 1. I export it to my 3D software of preference without any proxy pipings if I used them.…