Diving into my first environment piece using Unreal Engine and I have a few questions. I've really only modeled bigger props before and have started to use Substance Designer recently. A few questions: 1. What size textures are usually used for walls/ceilings/floors? 2. When UVing a room, do you UV the wall/ceiling/floor…
I'm not so sure the Crease Edge Features is only for SubD modeling. It works on a single edge without producing any subdivision to harden it. It looks to me like the effect of creasing an edge produces a hard edge, so the outcome appears to be the same as hardening edges. Just the Quick Selection Sets are more clumsy than…
Hello, I am making my college project in maya. I need a forest to model in maya which will take time and my project got heavy. IS THERE ANY BEST WAY TO CREATE A FOREST.:poly122:
I ran into this issue as well, I got all kind of issues combining meshes with creases. After some searching on the net, the general consensus was don't use creases. Use edge loops and geo where it needs to be to create the same effect a crease would.
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I'm really struggling to figure out how to create a nice and modular asset kit for a very large and complex environment. Here's an example: I'm gonna make the assets have actual geometry on each brick, like this for example: But that decision has come with many challenges. Namely, how to handle modular wall pieces and…
I'm usually a 3ds Max person just trying out Modo as Autodesk's Australian tax on 3ds max is starting to annoy me. Some things have been great but it's also making major problems that are huge time wasters. For example every now and then it decides to throw an edge that looks like it's splitting a face but the edge is…
Would I be cheating myself by using Quixel Megascans? Cheating in a sense: Using/Modifying a premade library of already well-made textures as apposed to finding and gathering your own and modifying them. To me it feels like using other people's portfolio quality work and modifying it, as apposed to creating your own…
I've got a quick question, I'm working on a character in the Reallusion 3D Character Design Contest, and I'm not sure of what process to use in creating the mouth. I'm primarily working with ZBrush and Blender, with the eventual goal to bring it into Unreal Engine 4 to animate using Unreal's new Sequencer feature.…