For the sideways issue, Blender is Z up like max and when you import everything has that 90 degrees in the rotation. Try the checkbox in your model import settings to bake axis conversion. If that doesn't help, make sure your tree is aligned to Unity space in Blender before you export. I used to have to do this in Max…
So i'd like to create a sculpture simillar to this one, and i am wondering how this artist would have split up his model into printable sections. What subject, what tools and what methods did he use to cut up the mesh into those puzzle pieces?
I like low poly in the sense that I'm usually left in awe how artists can get away with creating a strong silhouette with so few polygons. It screams to me efficiency, optimization and a strong understanding of shape profile. Also I like doing low poly models than Sub-D. Sub-D just pisses me off.
Hi! We are Dismagic and creating a tower defender like game. In this video you can see how the game looks like. https://www.youtube.com/watch?v=f7Iw4P7mQCc This is all in early development and right now we are using free assets for the monsters. We were wondering if someone could help us create monsters (and eventually a…
I made this for reddit's dota2 subreddit, but it didn't get much traction. I was curious what you guys thought of the video and of the final piece. I figured that if it did well I would attempt to make an item set based on the painting, but it maybe isn't going to garner enough interest to do so. With that said, i'd like…
Hi Polycount! I started work on my summer project a couple weeks ago, and it's starting to get to a point that I feel comfortable sharing. It's a pretty big project so any advice that anyone can offer would be greatly appreciated. I'm making Batman and his whole "family", ie. Robin, Nightwing, Batgirl, and Catwoman. My…
Hello guys, I am a 3D sculpting artist making likeness sculptures and I was wondering if anyone can advise me as to how to sculpt this kind of hair ? what is the technique behind it? Thank you so much in advance to anyone who answers.
I'm very curious about best UV practises. I wish there was a thread here for general UV tips like the giant topology thread and normal baking thread. Often I wonder if I'm unwrapping things inefficiently when I end up splitting things to minimize stretching but raising the vertex count in-engine. It seems like a balance…
Alright, I've been going through BF some time ago to see how they did it and they actually combine 2 methods. One is done like whole screen post process texture over the screen, and another are standard lens flares that are concentrated on showing part of the texture using a mask. Specifically in that garage scene they…