K, I'm going to answer this myself in case anyone else needs to know. This question of tagging came up when working in a team environment where I was unable to tag other artists' assets. Here's what I can tell from my bit of detective work: If you are working by yourself, tagging works fine. As you create something, a note…
very good materials! looks like you're ready to go a bit further. 1. the fire selector being a bright tone detracts greatly from the impact of the shiny silver bolt material. it's not a great material and makes the gun look flat and strange. consider making the fire selector a different material. really dark glossy black…
Don't worry, once you get used to the workflow you'll realise how much better Max's modelling tools are than Maya's 1. Dunno if there's a way to make open edges show in bold. Never looked myself though so it might be possible. Use "Border" select mode (3rd icon along in Editable Poly, or hotkey is "3") - that will only…
Hey whats up Polycount, I’m working on a portfolio piece — a stylized island environment. (inspiration, sea of thieves) I’ve been focusing on blockout, and overall playability for the past couple of days. scaled to SoT I’d love feedback on: Shot composition (do any of these even look ok) I feel like im going crazy or…
After Designer I always feel like a breath of fresh air when I go to Blender nodes . To be honest I hate Designer UI . In Blender I just do a stroke across connecting lines with shift or ctrl . In designer i need to click 2-3 times to insert that same damn dot and with heavy graph it gets so unresponsive . Working with…
I imported the walls in Unreal Engine and created some of the assets needed for the castle ruins using the modular pieces. I think they look fine, although the real-world ruins are better preserved than my rendition. Image 1 - Castle Ruin assets assembled with the modular wall assets I created also a material for the…
Hey @Ootrick ! You're environment is coming along well man! I super dig it so far! I'm not sure if you're calling it done yet? but I think you can really push this piece some more. I think your environment could benefit from adding in a clear focal point, some contrast, and a higher range of values. I made a sheet that…
Hey everyone, I’ve just launched a new site – openhdri.org – where I’m sharing free HDRI environments for lighting and rendering. At the moment there are 7 HDRIs online, and I’m uploading new ones almost every day as the library grows. Each HDRI is: * Unclipped (no blown-out highlights or clipped sun) * Full 32-bit OpenEXR…
Ok, Im having an issue getting my constraints to work the way i want them to. here's the deal.... I have a character with two hands. i have a mace. what im trying to do is make it so i can switch between the hands that are holding it. I can get the constraint to work with 1 hand. but as soon as i try to make it switch to…
Adding a little bit on what poop said: Different focal lengths not only can bring the background closer or further away, they also push the perspective of your subject. Longer focal lengths tend to flatten perspective, tending to be ortographic on the extremes. So when taking ref pics for modelling or textures, the biggest…