we also tend to use cm over here - I feel like it works best in most use cases. @OccultMonk It happens more often than not that people dont really care about "real" scale at all and just model something :) So im not surprised you stubled uppon this. It even happens within projects that objects are not in scale to each…
Howdy guys as you should know by now, im working on these weapons with someone which we hope to release on the net as a pack on turbosquid etc. However Having done the M16 basic mesh as a single 512x512 texture and the additonal underslug launcher as a 256x256,I now come onto the MP5 which has 4 variations.See below...…
It's definitely knowledge worth having in the long term, sometimes you can't wait a few days or a week for Dell or Apple to ship you a part, and you are better off running to a hardware store so you can be back up and running as soon as possible. The support from most PC companies isn't great unless you register as a…
I've actually got the FIrestudio project as well. I've never run into any kind of hardware or software issues with it. We have quite a few mics too, shure 57, 57 beta, 58 and my roommate (the vocolist) has a really nice tube condenser mic, not sure on the brand. Our drummer has a full set of drum mics too. Our drummer even…
I cut my Real 3d teeth on lightwave. (first started on Infini-D way back on an apple 2e.) Lightwave has come a long way. It has some very strong points, I still consider it one of the "big 3" of 3d. Lightwave excels at face extrusion modeling, accurate detail modeling, such as cad visualizations etc, its sub-D system is…
This week I wrapped up the full blockout and I’m just about done with the high poly. I modeled the scope, the stand, and the rest of the smaller components to really help bring the sniper together as a complete piece. I also pulled in a bunch of real-world references while working on it. For some parts — like the scope,…
How do you guys approach texturing modular meshes in painter? Let's say I have different wall panels for a building and I want the texture edges between different ones lining up just right. My only thought was to well, snap the panels or whatever together in whatever combination I need them, apply a different shader to…
I'd like to get results similar to this I'm having a very hard time finding anything about it though. I'm not sure if this is all just done in photoshop afterwards or are these effects being done in Arnold itself?
Hello, @seanwink You’re actually hitting 3 separate problems at once, and they all come from how Unity’s Terrain system expects trees to be set up. See below details 1. Tree sideways In Blender: Ctrl + A → Apply Rotation & Scale Rotate X = -90° OR fix in Unity using a parent prefab 2. Tree half underground Set tree base…