im about the same. fallout3 and skyrim are nice. you can run around and find all kinds of interesting stuff. one thing is music. if they can get the music to really match the environment then it really draws you into the world. also if they have quests that are scattered over long distances then you can spend a lot of time…
Hello mark thanks for post, i added project file and profiler file. Partially solved problem I deleted base character mesh history and re-bind skin and problem sold. but still i don't know cause of problem. I want to help people who have problems and not have problems in the future. 1)The problem started after trying blend…
Thanks for the detailed reply. - I have separate the symmetric UV clusters/islands in another test, and the problem wasn't solved. I also tried to separate the UV clusters by smoothing groups using that option and I think the problem wasn't solved either. But just in case, I'll check it again. - You are correct about the…
I understand you comment but I would not say problem solving is a weakness of mine. I went through art school and work in an art studio. Problem solving has been part of my daily life for the better part of a decade. And it really is different when you can solve a problem but not know for sure if the product of that…
generally 40 hours here at Virtuos in Shanghai. Although I often tinker around at home if a certain subject or problem really interests me (it's like solving a puzzle - can't get any sleep before it's solved) ;) Some of the local Chinese modelers and animators do crunch though, but they also often leave around the same…
Hi! I wanted to ask about an issue which occured to my normal map through baking in Substance Painter (2024). The UV seams of my mesh are clearly showing, which doesnt let it be solved through using triplanar projection, using Smudge or Stamp Tools or a brush. This tex is baked in 4k, but will be still too visible for the…
Do you remember where the pack was posted to ? might help and then use the way-back machine and see if you can turn anything up to at least a name of the artist/poster and see if that leads you to solving this for you. (this is why if i like it, i save it , not to funnel it into a scrambler to make my own version of it...)…
actually - that stuff is probably not a big problem to train for. it's pretty close to solved using conventional algorithms - the biggest issue is really in layout. it's still prohibitively expensive to train - its 10000% cheaper to brute force it with a team of artists than it is to invest in training a model at present
I’ve been working on quad remeshing workflows for animation and game assets, specifically around edge flow consistency and deformation safety. Most automatic remeshers are fine for previews, but I kept running into problems on denser meshes where diagonals and uneven flow made rigging unpredictable. Below is a before/after…
Hey everyone! As many of you have noted 1.9 has taken way longer to release that originally anticipated, which has in turn delayed all the stability fixes that are part of 1.9. I understand though that everyone is much more interested in a stable build than big new features, so we have put together a 1.8 stability branch…