@FULGORE Thanks for the feedback and reference pictures, I got so used to the wipers being straight down that I didnt notice. I agree that the snow is the weakest part but I'm having a hard time improving it, the large areas are tiling and the snow is blended in using a relatively low texel-density mask. I have a normal…
I'm using max 9 an here lately i've had an issue where grid never wants to show in front or top views,, G toggle does nothing, checking show grid in properties does nothing, any idea?
Hey, So I am trying to get my static meshes to show up in the in-game editor. It's not working. I've rebuilt everything, and it looks fine in the editor. But in-game some of them don't show up. Here are some screenshots.
I am rendering a tunnel and it has indicator arrows that glow [from a texture input] but they don't produce consistent bloom, instead it periodically strobes/flashes... and nothing is key'd. How can I get better control over glow?
Okay guys this is great insight but I've stumbled into another problem. As I model my low res, Should it be strictly one piece or should and can it contain floating geometry? If floaties are possible, Then how can I unwrap the piece into one UV or will it Have to have multiples? I tried attaching and attempted an unwrap…
Yeah it's just a bit slow sometimes. The forum software has to scrub your images before hosting, remove metadata, bad headers, etc. so there is a conversion step in there. Generally it's best to use JPG, compresses better so it loads faster for your audience. Our overall footprint is several hundred terabytes these days…
@Michael_Ingrassia thanks for joining the thread, some really goods point there, especially those on portfolio submission and the 'reality check' on timescales. Obviously not all projects have the same requirements, but yes as a rule, you get less time than you'd ideally like, and the timescales you mention are definitely…
Next I moved onto making some sand bags, just to get the general elements of the scene in place I initially planned on sculpting these so I can get a little bit more details since in the reference image there's quite a few stacked on top of each other both around the shrine and on top of it. I was thinking to potentially…
Well, I am planning for a full animatable character. The hair will be done in shave and cloth will be done in nCloth. I'm only showing the head portion of the model. It's a full body model. A lot of the suttle details are not showing. I'm still tweeking the SSS shader. I'm kind of regret using Mudbox as my sculpting…