This has been a long time coming, I am incredibly happy to announce that I am finally releasing one of my personal mech parts kitbash sets that I have built and use on a daily basis for my own production work. The Full Kit Includes:- 235 Total Pieces meticulously organized and broken up into 7 distinct categories.-…
Hey, nice work on the materials. The 2nd render though makes me feel like I need glasses, I greatly prefer the 1st render. The teapot bottom looks like it needs more geometry, compared to the nice amount of detail on most of the rest of the asset. Also the bottom of the spout is looking too chunky. What does your wireframe…
Thank you so much for your reply I really appreciate it!! And yes I have added a collision to my camera now so that it wont go through the wall. I will really appreciate it if you have any other advise on the game~
Bruh I don't use Zbrush full render like ever. Each job has it's tool and brush is ain't it. It's a regular doc-export, the matcap is bs_toxic_papa_wax, I think it's on ZCentral. Just crank the occlusion, set full resolution and your'e golden.
Hello guys. My question is software independent, technique based. So, If i were to have make an open world game and i make hundreds of people in my modelling software, and when things would come to make a face solution that can be compatible with sharing 1 animation across hundreds of models, and lets say i wanted to make…
This is my blockout so far :D Edit:I have finished the high poly. I don't think I will make a pass on zbrush, the subd model looks good enough for the bake. What do you guys think?
Posting this here specifically because Polycount's audience cares about pipeline more than novelty, and that's the actual use case I built this for. Context I run Anvil Interactive Solutions — we ship Blender/UE5/Unity tooling (Quadify line, BlendUnreal, BlendUnity, a few others). BlenderMCP Pro came out of needing to do…
Wrote up the Ornatrix groom-to-bake pipeline I use for stylized characters, focused on two things that bite later if you skip them: keeping the groom mask-driven and editable (density / gravity / length multipliers painted in Substance, so almost every operator is mask-controlled without splitting the groom into a file per…
thanks okidoki Unfortunately they doesn't mention any issues I have. I found a few workaround on my own although. Support is still totally silent for some uncertain reason. Octane is still a champion when you need to tweak and render complex bioms using its cool GPU based scatter on surface nodes put in groups . If you…
Yeah I agree with what Eric said. I would also avoid adding too much detail until you're certain of your shapes. Try to also think of real world construction when you model . It looks like this end part is connected in terms of modelling to the rest of the boat. In reality this would most likely be 2 seperate pieces of…