Hello everyone! I'm very happy to share my latest project with you! It was quite a long journey, but it was also a lot of fun and seeing this character taking shape and life was definitely very satisfying! All the lighting, presentation and renders were done in Unreal Engine 5.6. I'm very happy that I can finally say that…
Hi everyone. I've created a shader override for maya in vp2 with Zebra Curvature clay reflection line and drafta Analysis to better understand the surface continuity. For anyone want a good 3d model this is a must ot have. https://youtu.be/PwiVDEOUQxI The link on my gumroad on video description on youtube.
I believe the "Line" your speaking of in reality is due to rendering. What that is most likely is you deleted a selection with a thin edge hidden in between resulting in there being to vertices not connected to the mesh. If this is the case go to editable poly Click vertex's and select those followed by delete. A lot of…
Would like to share that studio I'm working in has started hiring Here's list of positions: - Technical Game Director (developer to lead the dev team) - Lead Game Producer (general producer / manager) - Unreal Engine 5 Client Side Developers (c++ devs with UE experience) - Rust Developers (rust system engineers) -…
Greetings! I've been working on a little environment in Unreal 3, after I put in foliage I started getting a problem where if I moved around certain ways in the viewport crazy pink/yellow/blue lines would show up and the whole environment would look all distorted and then disappear. I've restarted unreal, and configured…
I am working on a project and I am stuck on , how to create those jumping network animated lines in 3DS MAX. See the reference link - https://www.youtube.com/watch?v=qfR8oKO4pwc Please Help : neutral:
https://www.youtube.com/watch?v=IzGgGjK6A04 Not everyone's cup of tea but i like the "sounds", idk so much about the lyrics, at least this one has life attached to it.
I've been playing around with various sweepline algorithms for finding 2d polygon intersections, and everyone I've tried has missed an intersection or two/three/four.... but there doesn't seem to be any rhyme or reason (not that i've found to date) as to why e.g. ..... is it an elegant but ultimately failed solution ?…
I have been working on my roof, and I am considering two approaches to achieve results similar to No Rest for the Wicked. Since the game uses a top-down view, their roof tiles are quite flat because they don’t require much depth. However, this wouldn’t work in my environment, as I want it to work well from multiple angles.…
I want to have sharp corners on the cut line while the model maintains it's round shape. Support loops make them sharp, but there's bad smoothing around the whole model (top middle). Googling around I think part of the issue is not enough geo so I smoothed the model and tweaked some of the verts back into a linear shape…