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.
Runover process of Custom COPs node to create variations of tileable stones (Height and Normalmap) Takes time to get a concise and believable normal vectors and flow for rock/stone textures. Therefore, I created a node that does that plus a few more post processing to ease my job on creating these. The rest, color,…
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…
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The slowdowns I see with that are: a) you need to be constantly aware of your camera position and in which axis you want to move. That always take me a second of thinking, so it loses out of the box.b) with ZXY, I can never hit the right button without looking down at my keyboard. c) actions that don't need to be precise…
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.…
Don't get me wrong, I'm not asking "how you model dem games?" Some coworkers and I have gotten permission to work on our own game on the side and I am curious as to what steps you may have taken to create, secure, and develop your own IP. We'll be using Unity and focusing on creating for the mobile game platform (iPhone,…