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Re: [HELP] Face Weighted Vertex Normals Maya
Reply by
gnoop
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Apr 2020
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Technical Talk
Your screens are confusing . Left has no bevels necessary for FWVN while right does have them
Re: A Plague Tale: Innocence
Reply by
Obscura
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May 2019
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General Discussion
I tried the game yesterday, and in the beginning screens, you can see that Megascans were used in the game.
2 results
Re: Substance painter seam issue
Reply by
Taylor Brown
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Apr 2019
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Adobe Substance
That's hardly perceptible. Is this asset going to be that close to the screen at all times? If not, I'd say you're over thinking it.
Re: THRONE ROOM Icecrown Goshi
Reply by
Goshi
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Mar 2015
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Contests & Challenges Archives
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Allegorithmic's 'the THRONE ROOM'
got the basetexture ready - will fine-tune tomorrow :) just a quick screen grab from Substance Painter...
3 results
Re: Sculpting Wood
Reply by
Tavor
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Apr 2011
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Technical Talk
Can we get a pic of the entire screen? Are you using mallet fast or the brush described in the tutorial?
3 results
Re: Nikey's Dota 2 Workshop
Reply by
Nikey
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Mar 2014
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Dota 2
Thx guys. Vayne, I think I'll try to make screens with another material, this one is shitty :)
2 results
Re: Average Poly count for Game Props and Modular level pieces
Reply by
warby
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Sep 2012
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Technical Talk
rule of thumb if it gets really close to the camera and occupies a lot of screen-space real estate == MOAR !!!!!!!!!
Re: Bloom Effect w Emissive Below 1
Reply by
tharle
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Dec 2013
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Unreal Engine
i'd fake it with a mesh and faint emissive material or a particle if you want it to be screen facing all the time.
Re: max to zbrush GOZ issue
Reply by
Bek
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Feb 2013
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Technical Talk
Sure you're not just drawing the object out and because of its pivot it's automatically way off screen?
2 results
Re: a student looking for interns need portfolio critiq
Reply by
PyrZern
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Feb 2016
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3D Art Showcase & Critiques
Have you done 2d animation ? Like... League of Legend login screen. (especially Vi or Jinx)
2 results
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