ruscvbnnk, The last few weeks or so, an idea has been reappearing in my mind. I'm not convinced it would be worth the effort to tackle, but it sounds like something that would be really interesting to play with. I don't feel I'm motivated enough to actually follow through and want to evolve the idea further. I have other…
The modifier stack is dependent on what is below, even a minor change can upset things up the stack. This becomes doubly important if a higher modifier is based on selection, which happens if you had some faces selected and applied modifier. Like if you did a soft select and then applied a noise modifier it would only…
some more modifications to the script: this time it will automatically figure out the size of your bitmap, based on the size of the diffuse texture applied to the selected object. macroScript saveUVstophotoshop category:"Dejascripts" tooltip:"unwrap UVWs into photoshop selection" Icon:#("GameTools",2)(if selection.count >…
We plan to build a PC and also mobile platform open world racing game with unreal engine ,There are many cars in the world, which can be manipulated and crashed by players. but there is not much experience in the car model specification. For example,we want to know how much the maximum number of triangle can be achieved on…
I have been testing how the new shader in Maya works but i am noticing a few bugs and issues with it. If there is more then 1 light in the scene, it seems to use only the first created light and disables the others. Now the lights can change but only 1 at a time by disabling the the current lighting one. Also if you…
Hi guys. I'm kind of frustrate because there's no 2d category on the contest. Problably PC staff took this decision based on the little number of 2d artists on the forum. But I'm opening this thread to see if there are any 2d artists there who feels like me and wants to enter too. If there are an expressive number, we can…
Hi Guys, When I export things out of Mudbox 2014 my geometry gets slightly jaggy. I think what is going is that numbers of the vertex positions get rounded off to number with less decimals. This is causing noticeable artifacts. It happens when I export something from Mudbox 2014 as an .obj or .fbx I found a workaround by…
Hello fine people of polycount, I'm here with some questions regarding iOS games in unity - specifications for us, 3d modelers. 1. Are there any specific texture formats, number of bits per pixel, number of colors or color palettes recommended for such projects? 2. Are the uv unwraps recommended to be non-overlapping? 3.…
I've hit a serious snag many times over the years - trying to replicate the look of damascened steel on any number of projects. I've tried photosourcing, hand painting, and any number of other tricks, but it never looks quite RIGHT. It often ends up making the item in question look like wood, for example. Assuming a…
The point of setting a texel density number is to ensure that each pixel is the same size in world space. At 5.12 px/cm a 512x512 texture covers 100x100cm A 1024x1024 covers 200x200cm Doubling texture size without adjusting UVs doubles texel density Doubling UV scale without adjusting texture size will halve Tezel density…