Hi I'm really not sure how this thread is going to pan out. I suspect it'll probably just die after a couple of posts or something. But I really need some words of encouragement. :-\ I don't feel like I get much these days and certainly not from family. I struggle with mental health issues - depression, anxiety, and was…
Hello everyone, Today I am posting to try to solve a question that I have been carrying with me for a long time, and truth be told, I would like to be able to resolve it in order to create my environments with more confidence and security, or at least shed some light on the matter. The question is related to finding the…
Re: UVs again - I believe soft selection/proportional edit also has an issue where it only works if the 'connected' components option is toggled off? Meaning all the visible UV islands are affected and you have to hide and show UV islands like a champ to only edit the part you want to. Or resort to UV sculpting which I…
-Eyes are too big and I believe it is what is making it hard for you to make any progress. -One guideline for spacing the eyes is that the head should be able to fit approximately five eyeballs across its widest part (parietal ridge ish area just google widest part of the head or head top view) and your eyes should have a…
I've been working on this for a little while in unreal engine 5 then moved to 5.2. I'm trying to create a winning junior environment or at mid level, though i don't know everything which is why I wish to ask all of you lovely folks. What do you think, where can i do better, what should i add. I'm using baked lighting, at…
Here follows a list of UK Developers, mostly console and mobile games but theres a few interactive tv and slot machine companies as well. I've left out audio companies and places that produce tools etc as Im trying to list places for Polycounters to get work. So I'd like your help in filling in the gaps. If you know of any…
you can't have it both ways if you want a consistent texel density then you adjust texture sizes to fit. if you want consistent texture sizes then you adjust texel density to fit. I think things are better if you stick to a consistent density (or set of predetermined densities based on asset usage) This ensures that…
Uhh I think you missed my point entirely. Of course such a method can't work today because computer processing power is simply too weak. My point is that when processing power gets improved enough (i.e. you can run a sculpt with a few million polys at 60 FPS), retopology will largely be gone. Our current workflow works the…
They all look pretty solid to me - art wise I'd say you're basically fine Technically I have some concerns - the main one being that those things are not going to LOD well with those UVs. LODs are important, particularly if you're going to throw that much geometry at relatively small assets. in terms of your plans...…
In Blender, you should pay attention to how making insets affects your mesh. Sometimes, you might have to disable the OFFSET EVEN option and use the EDGE RAIL option instead. https://twitter.com/GreenDevX/status/1677700157377265664?s=20