Hello! I started learning Plasticity recently and wanted to share some of my thoughts about the software. Maybe this will be interesting for people like me, who have a poly-modeling background and consider giving CAD a go. First of all I was pleasantly surprised how "artist" friendly Plasticity is. The interface is very…
I decided to re-assess my this pieces' textures ... again :) The original was too plain. The second was too overly chipped and the wear was too "painted on". I have learn much about texturing since then and I believe this is a major improvement. Less chipping, more roughness variation and more based on real examples. I'm…
Maya bakes fine (except for AO perhaps), and baking and rendering are two different things :) What are you trying to render? And what renderer are you using? I dont remember it as being particularly slow, unless the FG and GI were off the charts
here it is, i love this movie "If nobody comes down here and buys a car in the next hour, I'm gonna club this baby seal. That's right! I'm gonna club this seal to make a better deal. You know I'll do it, too, cause I'm crazy. "
I used the thermal compound that came with it. and i just squirted it out of the tube and spread it as evenly as possible. an exhaust fan might be just what the doctor ordered as no, i dont have one. maybe tomorrow ill hack up one of my other two old PC's and steal their fan.... hrm..
Having a few superficially similar traits obviously means two things are identical. Instead of drawing more detailed comparisons, let's just keep bringing up the fact that they share certain superficially similar traits. That will get the argument somewhere! Borderlands and max payne both use EXACTLY the same type of 32…
Sculpting is really divorced from modelling. They are two totally different things(they arent but they are). You can create basemeshes and whatever in other programs but when you sculpt your not modelling anymore. Its fluid its fast, its fun, its a whole different skillset. Learning it whenever will be no detriment.
I second the advice. Long triangles can also introduce shading issues. So here better aim for a cleaner topology instead. The golden rule is as few geometry as possible, but as much as needed. And here the extra geometry would be needed. Edge loops can with a few common techniques also be send in other directions ... As a…
I am a bit puzzled to figure out what's your issue with the sphere here. Usually people just do geosphere from Max or isosphere from Blender, or just subdivided cube , make a seam along equator and relax two circular uv islands a bit . it's not a big difference really. Then you bake whatever hires mesh you have. Normal map…
Woah! Boost of answers all of a suddent! AbKI Thanks!! Inhert Thanks! about the pigtails I did realized they might be too thick. It's a very easy fix so I will do it for sure :) They are not set in stone at all haha! Two Listen Hahaha I will fix that boob line (no clue what a flapjack is tho) And yah here nose is very(too)…