highlights for me: I spent a bit of time around the THQ booth for obvious reasons, so I got to tinker there a bit. -Suprisingly, the little movie-tie-in of Monster house played really fun. Nothing new, nothing special, but it was humorously old school. -The trailer for Supreme Commander was fantastic. -got to demo titan…
I'm a noob, so sorry if this is supposed to be really simple. following a tutorial, I created a flickering candle flame material. Now I need to add this candle flame to the wick of my candle mesh. but....how do I actually do that? All the tutorials I saw only were for UE4 and I can't find the particle systems in UE5. It…
Hello folks, Just wanted to share with you my experimental thing which I have built last week. It's Arduino Uno connected to USB (Serial Port as communication) and ordinary slider pot which I bought from China for $0,9. I made connection between the Arduino and 3ds max to control some max properties. Only disadvantage…
Hi all. I am the owner of VARtech LLC, we are a technology solutions company that specializes in Virtual Reality, Augmented Reality, Mobile Applications and CBTs. I am currently looking to put together a talented team to work on a prototype for a well-rounded Unity3D game concept that I'm finalizing. The general idea of…
Hi, any ideas on how to smooth the bevel using weighted normals to get the same look as the tutorial ? no matter what I do, the bevel looks sharp. https://drive.google.com/drive/folders/10a8zcuozRHiK_E82KO6FSh3eOQdw9ttf?usp=sharing - Blender Scene is here
Thats not how it works What of the shading did you already accomplish, which parts do you struggle with? What methods did you use and didnt work as anticipated?
My guess your issue is with 2d patterns like procedural brick texture because 3d noises look same from any view directions. For 2d patterns a common way is to use so called tri-planar projection. Blender doesn't have it by default but it's either possible to find on blenderartist.org or do it on your own: You make 3…
1st Dorado - Alexander Zlatovchen The
model looks incredible, great job on the clothing and accessories. Top level. You did an excellent job in Marvelous Designer; those small details really make
a difference. The level of detail is amazing. I would’ve liked to see images of the texture maps and UVs. I also wish I had seen…
Yes, variation came to my mind also (you got this far might as well go all the way with it). Can see the pattern on the green elements and it was a little meh to me, but otherwise i can understand how complicated these graphs can get. Makes me appreciate alternative sides of the production pipeline. Otherwise this is kind…
"How do you make a Fuzz map ?" suggests that you already have a material/shader ready to receive a such map, and that you only need to figure out, somehow, how to create this image map. Is this actually the case ? Or, is your question more along the lines of "How do you make things look fuzzy ?"