It has some issues... I thought I'd post up the code and see if anyone has ideas... I'm finding it difficult to connect the floatFields to the value of the functions... and the selected vert mode doesn't work... Here it is. It's mostly an exercise in scripting #Import Necessary Modulesimport maya.cmds as mcimport random#…
Thanks for the response. I do want the butterfly/mirroring effect in this case but not the seam. Can you clarify what a material finish filter is? I'm using the brushed aluminum material in Painter. It really seems like a left-hand/right-hand tangent space mismatch kind of like what is described for Maya…
Happy Monday :) Cool to see some binoculars. Looking at the concept, I find it a bit hard to tell what materials are used, so I'm curious to see peoples' interpretations. Those are very nice lamp photos :-B Nice Progress on the lamp @Hymil, don't have anything to critique really :+1: I find with such hard surface props…
I am mainly looking for feedback at this point regarding the general idea of what I am about to illustrate now. Do you like, think it can be improved? I should note here that I am not a native english speaker and not so good at grammer in general (no matter which language) so excuse that for now. I will create a propper…
My final submission for CGMA course Intro to env. art on which I was working after course ended. Hope you like it! link to artstation (more pictures, sculpts, materials)
Per128na: Did you check google shopping or ebay for cheap ones? http://www.google.com/products?q=waffle+iron&btnG=Search+Products&hl=en&scoring=p&sa=N&lnk=pruser&hl=en&price1=4.99&price2=100.00&btnP=Go
Well, if there's one rule for cloth in games, it is that "clothsim" isn't the obvious solution it may seem to be. Cloth in Fortnite is made with bones : https://youtu.be/Oe7fYS9qxmk?feature=shared&t=1276 More generally this kind of stuff is always more tricky to setup than what one would expect - so, never ever leave it…
Update03: + Updated world lighting ("Blue Hour" for the world), added spot and point lights for points of interest + Added Fog Cards + Added particle effects (falling leaves and fireflies) + Adjusted saturation and contrast w/ the post process volume in engine. + Sculpted a Ent creature to be fused into the tree, Textures…
Hey everyone, I’ve been trying every possible way to create high-quality grass (clumps, density per m², etc.) that is optimized and functional in Unreal Engine 5 with a 4070 Super. I’ve looked at some presets (like those from Quixel Bridge), and noticed that a single clump of grass can go up to 6000 tris — but with Nanite…
Back with a hammer-bro update! (Almost been a month since my last one... eek!) Ended up going another direction from my last update. Looking for any comments and/or critiques! [vv]113861505[/vv]