@Grego Note: sliding panels would be accurate because 'folding' can also be read as 'collapsible' since this concept, is likely based off of a real world application such as portable tactical shields, manufactured using CMF therefore not designed too bend/fold, in the conventional sense.
How many triangles are the books (one book)? Do the books have all their own separate texture? If yes, then you should try to pack all the textures in a bigger one (a texture atlas), and use as few materials as possible. Also try to group several books (like a row of books) in one or two meshes, and reuse those 'big'…
Overall I think this scene is a great practice for TrimSheets! There is little texture stretching on your textures. Your lighting is competent and really helps making your environment believable! A glaring issue I can see are seems, and the modelling is too primitive. (By primitive, I mean it lacks mesh-level detail) This…
Hello folks. I make models in Zbrush for 3D printing, fixing mesh integrity as I go. Analysis shows everything is fine. Then I use Meshmixer to hollow out the model for printing, offsetting 1-3mm. Sometimes it works out fine but too often the models are sent back for the walls being too thin in seemingly random areas. How…
If the mesh renders white or black it means there is some kind of error. If you only use one shader type opengl will automatically add a default shader for the missing one. In you case the error was in the comunication between the two shaders. There are many ways to code is glsl and opengl. It depends on the version you…
I did some renders for today's deadline. The texturing is not finished, I still need to do more work on the gold parts, and add more wood details and maybe play around with roughness more, because at the moment it is too uniform for the whole model, and I want to see how it is going to look if I add more variations…
Next I started adding a little bit more structure to the roof. I decided to add 2 support pieces to the roof to make it look a bit more believable Initially I tried to make it with some details that were used in in traditional houses in my hometown To me it seemed it clashed a bit too much with the overall shape language…
In all honesty, there are so many factors that can affect how many textures are applied to one model. For large scale things I would use multi-sub and probably a single texture or two for an asset. You have to ask yourself where the model will be placed in game.. like will it be in a high traffic area? How many of the same…
Yes, I'm using 2.2. I've also tried rolling back to two previous versions, and I'm experiencing the same problem. I've also tried it with a simple sphere and I'm getting the same result. When I check "show mask" the color appears as it should, but this doesn't allow me to work.