Hi everyone, I am currently building a modular kit for my game and ran into a problem with gradient texturing that I do not fully understand yet. My kit consists of many reusable pieces like walls, windows and especially floor tiles. The floor is made out of repeating units, for example 1x1m, 2x2m or 4x4m tiles that are…
I have yet to see any real explanation for why the team was let go, and I’m somewhat hesitant to assume it’s because take 2 thinks gen ai is a bad bet. When I first saw Luke’s post I had that same thought of “oh good, it’s happening” but dug in a bit more. There’s responses and likes of his in the past that call out gen AI…
Here's a project I'm starting up. Thought I would share. Motivation is welcome! Since this is one of the bigger personal Projects I've taken on in a while. Basically my take on the age old Moby Dick, Ahab dynamic. I might do one more drawing do illustrate how this guy can take down such a huge beast, then on to the model.…
some of you might remember a mostly silly Disney movie called The Black Hole, which was kind of a shameless cash-in on Star Wars mania. It's fairly rubbish, but there's a very strange and completely inappropriate for a PG movie end sequence, that features the rust red robot Maximilian prominently. He's always been a great…
To flip individual channels, hit the lil cogs icon next to "Normals" in your last screenshot. Y should be green unless you're mistaken. Please be patient while I practice my gas lighting effects. As for the idea itself of using non-square textures generally, TIL it's no longer a bad idea to do as long as you stick with…
Hello guys! Does anybody know why do I get these weird artefacts while baking AO in Marmoset4? It seems that topology have no problems, I also smoothed both meshes, I even tried to subdiv LowPoly model but it didnt help too
Hey everyone! I'm ABR, a self-taught 3D artist about 4 months into learning Blender with roughly 1 month of actual sculpting experience. This is my first major project and I'd love any feedback or critique from people more experienced than me. A bit about me: I'm actually more of a topology person than a sculptor — which…
Not in the same way that you can in ZBrush, no: the pixels of the whole document area are always evaulated. What you can do is toggle visibility of layers and effects to help performance, or organize layers into groups so you can toggle a whole set at once.
This is a really interesting concept with a lot of potential for environmental storytelling. (Broken items are abandoned then made useful again as the branches grow through them, branches continue to grow and strengthen the items as the player levels up, etc.) As far as the sculpting goes: the branches and roots that weave…
If its just for rendering, don't bother with opacity maps they'll just require specific light setups to render the shadows correctly otherwise the whole plane casts a shadow. They actually take longer to render then normal geometry, especially if you have them casting shadows, and a few of them are stacked in front of one…