I wonder how much of market for self-designed cars there may even be: all the games I play or am aware of go to great lengths to recreate real-world designs down to the last screw and livery and in the case of one racing game that also incorporates a bunch of futuristic and mostly fictional race cars designed by car…
Finished up the back of the wings, at least until I start polishing everything with alphas. Inner wings mostly done I'd reckon, until alphas as well. Cleaned up and made the scales around the face and neck smaller; this will apply to all areas with higher levels of articulation. Bonus Turntable!…
You may have alook here: https://www.healthline.com/health/dark-circle-under-eyes ..also women often "suffer" from all the chemicals in the make-up and so without.. the just look like this.. :wink:
All well and done but all this hair and accessories are hiding a lot of flows Make yourself a little test line up just heads and see if their still look ok There are also common mistakes that are shared by most of them for example:- absence of cheek bones - no underchin plane - base of nose is missing - huge forehead which…
I just released the version 1.5.7! * Patched the plugin to be compatible with ZBrush 2024.0.1 * Fixed an issues that caused errors on IOS * Fixed Hide All/Show All/ Invert Visibility in the Quick Menu
junctions yes. A spline point can have any number of segments connected to it (ctrl + click to connect points) so you can form junctions easily if you're applying spline meshes for the road surface then it gets a bit weird cos they overlap this is all one landscapespline actor kerbs - you're screwed . I'd recommend…
i think youre conflading two issues : one that is nanite beeing used as a "mop" on bad optimization skills, and another where you complain about the lack of optimization of last games. Both are true in my opinion, but Nanite, like all the other new advancements, is a tool, that if correctly used has clear advantages and…
Hey Eric thanks for taking the time to write your message, the mesh is at 50 k tri angles,4k textures and 5 udims I used substance painter to paint diffuse,roughness,SSS mask and spec levels mask all was hand painted which took some time to get it looking right.I used unreal engine for the rendering, using deffered…
Ok, So I am in too deep: I am supposed to make something that does this (see links), when you move the model In unity: https://www.instagram.com/p/CgcMZ-jpkGT/ https://www.instagram.com/p/CgweqXfLjwx/ My idea at the moment. Make the model in Maya, rig and skin it in Maya, then send it to Unity. But how do I make a Rig in…