If your asset is already low poly there's necessarily no need to create LODs, sub 1k vertices for example, or a small props that get culled away early anyway. These days creating LODs can be pretty much completely automated and the UE auto-LOD generally does a good job creating LODs for your props. For more specific cases…
Hi. What I think would be cool to see in software like this is the deep application of 3D. Something like a 3D editor but focused on designing the perspective guides for people to use in painting. Why would using 3D help: - Being able to rotate \ pan the camera to tweak the view without having to redraw all lines, and to…
Another quick update! Started working the second skill couple of hours ago and this is what I have for now. The bright green is just to make them clear for example purposes. The idea behind it is that you will stomp the ground, letting lose a straight line of earthy spikes. These spikes increase in damage the further they…
Hi Brandv3d, Its hard to judge dark scenes across multiple monitors. Instead of guessing, ( or using a calibrated monitor) you could use photoshops' histogram. I pasted in an example which shows that most of your values are very close to black. I also included an example of a more comfortable looking exposure, with the…
bb0x, It really depends on the scope of the project and the budget that is given. When working on personal projects I think people tend to polish work and keep polishing and take much longer. But when there are deadlines and budgets involved you need to make sure everything fits within the timeline. I like to give myself…
The little girl sculpt looks pretty good. One thing you might want to start doing is pushing the asymmetry a bit more. I can see you're starting to do that but it is still relatively symmetrical overall. For example most peoples eyes aren't exactly lined up, lips aren't perfectly the same shape on both sides, etc. I think…
You are thinking too big to fast. Start from automating small things and then build on this. I know that Ubisoft, when they started using Houdini, they started from simple stuff, like for example tool for placing street lights with cables, just to make life easier in everyday tasks. Their game is very simple. I don't think…
all right, however , what should I use I am going to bake one object with different pieces (high and low pieces) in one single texture-atlasing? here an example. there are many objects ( high and low) . all of them are separated , to avoid issues? however I need in this case a only one single map . What do I need ? Do I…
musashidan my example isn't using an unnecessary step, it's comparing two methods, merging the hand to the arm using booleans and then merging the hand to the arm using dynamesh. Dynamesh is making a mesh that's way too dense even at a resolution of 8, there are extra steps I could take to rectify that but then that's…
For me, the characters I like the most, are the ones that are believable in the universe they are supposed to exist in. And what makes a character interesting for me is often how they develop their personality and how the choices they make are influenced by what is going on in their surroundings. This of course depends on…