Hey everyone! So after freelance work dried up at the beginning of the pandemic, I decided to finally make something while we were in lockdown. Taking a lot of what I started learning here on the Polycount forums' breakdown of Motomura San's work on Guilty Gear, and a lot of great insight from people on the Blender NPR…
I understand that I can delete scene objects by right clicking them and pressing delete. I also understand the concept of don't fix what ain't broke but it sounds to me like a lot of extra meaningless steps. Why won't the delete key work? Since it sounds like the most obvious way to do things, I'm sure the Blender devs had…
So I'm attempting to implement face weighted normals within Blender on a basic modular level kit. http://polycount.com/discussion/154664/a-short-explanation-about-custom-vertex-normals-tutorial/p1 https://www.reddit.com/r/starcitizen/comments/3ogi3o/im_an_tech_artist_in_the_industry_and_id_love_to/ That post seems to be a…
Hi, I am an absolute beginner who is working on his first more "complex" project. In doing so I was already able to improve my modeling skills, but I really want to go through the entire process of high/low poly, UVs, backing, texturing in quixel etc.. I dont know what I am doing and am just slowly stumbling my way through…
Wolfire Games is looking to hire a character animator for Overgrowth (currently available on Steam Early Access). We are looking to hire someone immediately, full time or part time, for 1 month. Your responsibility will be: * Create new animations for existing rigged character models * Create animation variations that…
Recently I've been experimenting with procedural modeling in Blender, specifically with Displacement and I've found out a great way to create procedural rocks and cliff I saw THIS 3 min tutorial and it set me off into a rabbit hole. I created a base shape for my cliff or rock and then set dynotopo to a high detail to have…
Hey guys, So to try and force myself to practice and learn texturing/environment design, I am starting this thread. About a year ago I made a map in Halo:Reach's forge world: I thought this would be a good place to try and learn modular environment design, as Halo's forge is already based around modular map making.…
I spend a non-negligible amount of time everyday trying to keep major uv islands of my asset facing the same orientation, so that texturing is easier (patterned texture can align easier). (not actually texturing them like this, but a quick example.) (you might argue in my specific case, I could avoid cutting some of these…