I'm stunned by how quick I was able to do this considering the amoujtn of time I had spent on the previous version. Lesson has definitly been learnt! However, in the interest of progress and my time planning, I will be taking the previous model version forward within development. While this new retopped version is looking…
What do the UVs look like in Max? Are they all welded, and all facing forward? What does a regular uv checker grid look like on the lowpoly (with letters and numbers, something like this: http://wiki.polycount.com/wiki/File:Uvrefmap_grid_small.jpg) A couple things to try: Make sure the verts aren't split: Vertex Weld…
dont forget you need to have 2 versions. 1 vesrion that is in the 2000-6000 ish range for first person view, and another (if your ever seeing other players with the gun) at the 500-1000 range. Of course all these numbers are arbitrary and project dependant, but for practice sake I`d say these would be good numbers to shoot…
This is from the stat menu, not sure how it varies based on a proper execution of the packaged version yet. What do you think? I've noticed the texture pool is capped at 800mb. I'm going to assume this means if my VRAM was a capacity of 1GB then this is good figure. I don't know if that's how it works though.
That looks nice indeed and I did something like that in Blender Geometry nodes too by roughly same stack but isn't it instantly obvious the thing is not real and have a typical "procedural" taste just because a half of child streams are crossing each other and not do typical flow in before a bend and out after , a core…
I watched the american version of this movie (The Grudge) and thought it was pretty good, so i decided to rent the original japanese version of it (directed by the same director that did the japanese version). I was not expecting a whole lot because personaly i found the american version of "The Ring" to be much better…
This is my project based on the Fatekeeper Concept by Art by Daniel Alekow, It was definitely difficult but I'm satisfied with the end result compared to my usual speed, although I didn't make the deadline. I tried to stick more closely to the concept since I'm not great at designing but Its awesome to see the details…
Hello thanks for checking out. Yeah, I am kinda doing that kind of project but on Unreal 5, I realize there are a lot of props, and I wanted to show before I show the final version I hope to finish this one on November. Stay tuned :) and have a great day
sorry, I think this is the one to use: polyChipOff -ch 1 -kft 1 -dup 1 -off 0 -ltz 0.5; polyPerformAction ("polySeparate -rs 1", "o", 0); Just copy pasted from the script editor. I think in previous Maya versions you could set a default settings in the optionbox for every tool, that it would use every time you executed it.…