I'm looking to make something like this: But as an asset I can put into unity. I would like to hand-paint 2D backgrounds and add the illusion of depth without using flat parallax layers. One option might be using projection mapping though I would like to avoid having to 3D model when possible, but any suggestion for a…
Hello! I am the beginner in the sphere of 3D modeling. I am currently doing my first project. While operating, the mistake occurred in the form of distortion (please see the image). I searched for a similar situation on the Internet, but I haven't found how to solve my problem. If I am trying to use smoothing modifiers,…
I'm nearing completion of the modelling/normal mapping bit of my first full character done with normal maps. Before I start on the colour maps I'd really like to be able to bake some (subtle) lighting to a texture, including the info from the normal map. This would at least give me a starting point and some reference for…
Long time ago Creative House Expression was my main tool for anything related to textures. Before Microsoft castrated and killed it . Then it was Xara. I lost my key somewhere. it had a nice tag system . so you can tag things , color/normal/spec and switch one click . It supported filter forge plugin and lots of procedural…
Following a eat3D dvd. In the video, the author breaks some pieces of with quick planar map. Then selects everything, and uses relax to get everything down to a similar size and remove any possible stretching. When I attempt this it decides to break the chunks I used quick planar map on into separate parts. This is not the…
Tried using them, couldn't get my head around it. My objects dissipate when I move the viewport around, and can only bring them back if I click one of the dials on the box. It's powerful, and the same as OBJ2Spline, but in terms of friendliness and logic, it sure does lack alot.
https://imgur.com/a/RvC7z6r I'm trying to model a sling wrapped around a gun. I wanted to use cloth sim but I have to make the first basic shape by hand. The issue is I have to rotate some parts to avoid clipping into the gun and then the sim thinks the strap shape is not cut straight and doesn't bend it correctly.
yeah with object space you basically have to texture your entire model uniquely, when do you ever really do that on environment stuff? Some very small props maybe but that's it.
I used 3D Studio Max to model this and im stuck on what all needs to be unwrapped and what doesn't. I know how to unwrap, but im confused about how and when i can use the symmetry modifier during this process (should i turn it off?) -also how instanced geometry comes into play? Will instanced geometry all unwrap the same…