Hi everyone, I am currently building a modular kit for my game and ran into a problem with gradient texturing that I do not fully understand yet. My kit consists of many reusable pieces like walls, windows and especially floor tiles. The floor is made out of repeating units, for example 1x1m, 2x2m or 4x4m tiles that are…
Hi. I didn't say I'm just starting out. I'm very slow; it's like moving pieces of a puzzle. So, I'm trying to send better images, sorry :) . In fact, there aren't any shadows that can help you understand the shape I'm working on. :s i'm not a good designer. :# I hope these lines help you better understand the orientation…
"Which makes them very hard to look good for portfolio renders. I generally spend extra time to re-bevel and subdivide the low poly version to make it look better." This makes no sense ... Please show what you mean by providing examples. IMHO it sounds like you are unknowingly shooting yourself in the foot here, as no…
What software and modelling methods are we talking? For Sub-D/poly-modelling I would normally use the relax function on a vertex selection and constrain it to the surface. Sometimes it's necessary to insert extra geometry to 'stabilize' the shading. For low poly modelling there's also the option of duplicating the mesh,…
The model is looking good. The words in your last two posts sound like ai-generated summaries, they don’t read like human-written text. Be careful with ai as a writing tool, it tends to generate a certain formal style.
thankyou for noticing :D your original idea isn't wrong and if you had hard requirements for your input design it might be the best way to go about it. i just reframed the problem. also i dont think you can parameterise the curve - you could replace it with a levels or some sort of input (gradient into a curve might work)
Me and Christopher Schiefer are working on this full deferred rendering engine for a long time. We ended up with some interesting results in terms of performance & quality. What you see here is all wip. All Codes are from scratch,none of them is from act3D. We made a huge effort to set it up as optimized as possible. It…
Looking to hire an experienced 3D character artist for a fixed-price commission. US-based only. The deliverable is a production-quality Character Creator 5 (CC5) character built on the HD facial profile — 262 blendshapes intact through UE5 export via Auto Setup 2.01. The character is a semi-realistic stylized human female…
Looking great so far. Though I'm thinking the legs should probably not be so well-defined and muscled, compared to the style of the concept. They look a bit more like older-guy runner's legs, lean and tightly-defined.