Ok, I think I need some help. I can get my highpoly modeling done, my bakes work good with my lowpolys and somehow I manage to get some maps for it. But never get a nice realtime shot of my models! I use Xoliul´s shader and I understand how it works (at leats I think I do) but... you know, I just can´t get it nice! I tried…
Hello guys, this is first time I post some of my work on polycount, I've just finished creating this weapon set for character in a strategy game. Since it is a strategy game poly budget was very low. I'll post couple of pictures here and you can see the 3d models in marmoset and rest of the pictures on this…
Role Overview We are looking for a talented U.S.-based game artist to help create visual assets for an independent strategy game project. This is a fully remote contract role for an artist who is comfortable working in a fast-moving startup-style environment and can produce polished, game-ready assets. The project uses a…
For the F-16 I built at work, I used cross sections and blueprints. If you can find cross sections for your aircraft, you'll find it to be substantially easier to build as you can check almost every angle against the blueprints and it should all come out identical to the real-world aircraft. I subdivide my jets and work…
Hello, I just wanted to see what setup people generally use when modelling. So, what colours do you apply to any reference models? To objects to be modeled? UI colours? Wireframe colour? etc Feel free to share specific 'Configure Modifier Sets', 'Workspaces' or anything else, which you all find useful. I understand this is…
hi all i have been trying to do get this problem solved but i can't do it. Thing is about uv linking and texture layers. I have 2 different sets and 4 different layers on a layered texture node, but whenever i try to link them together via uv centric, nothing happens and an error pops in the script editor. something that…
Hey currently I'm trying to sort through this piece of code that I've edited from one of @Ojah 's old posts. fn F_moveUV movePos = ( if selection.count >= 1 do ( SEL = selection as array for i = 1 to SEL.count do ( print SEL[i] objMod = SEL[i].modifiers[#unwrap_uvw] objMod.unwrap2.faceToVertSelect() print objMod vArray =…
Hi Im working on a workflow which uses Mudbox as a way to sculpt more detail into tree's. The problem im facing is during texturing. When my tree has been UV mapped into several parts (up to 10 sometimes), i can't place all the parts into the square, the reason being if i do it, the textures will be very low-res, so…
Or just use the "Flood" button in Paint Skin Weights, with mode set to Replace and the value set to 1. Then you can just select 1 vert, convert to shell (CTRL + right-click, choose To Shell to get the whole element - way faster than grow selection), and hit Flood with the required joint selected. Basically doing the same…
Ow..... Now I understand...... You think this is a bit "white". Ok, I'll see how this set go in workshop, then I remove the previous set and upload a new. Thanks. PS: My english is a shit =)