Hello guys, here's the thing, I'm making a hero prop, and I need to add lots of gears, so my question here should I make the gears' teeth geo or texture, knowing that I will be taking close shots of the model and I'm concentrating more on the modelling skills. Thank you in advance <3
Hi! Here is the last model, a full stylized character mage.Take a look in Artstation and if you can give me a like i'll be grateful. Thanks!https://www.artstation.com/artwork/y4dYVx
hey guys, i know that there are some very experienced nature artist out there and other with a big knowledge of foliage and stuff. i want to know whats the best way to make really good tree's in a AAA quality. i dont wanna use programs like speedtree and stuff and i went them for a game later on. my attempt (3ds max)…
If its just a drawer i would just make a box delete the top face and then shell it real quick with a custom front face. If this was a hero prop drawer I probably wouldn't sculpt it unless the front face had some fanciful design on it. Just standard hard surface modeling and would probably include the geo of the joints…
If i were a programmer I'd make "my own" & negate whatever they are doing with their "new one". ("control panel") //slightly-.o.t. You programmers are a "lucky" bunch to avoid most of this stuff, at least you got that going for ya, surprised all you, programmers haven't already made your own, o.s.'s. Strange really... oh…
If you are talking about the old Havok Reactor physics engine then I would agree. If you're talking about MassFX that replaced reactor in 3dsmax 2012 then I think you haven't evaluated it fairly. MassFX is vastly superior to Reactor, it solves in the viewport rather than externally and then piped back into max, like…
There's a lot of things online that can generate a simple palette from an image, but the one in affinity photo can grab up to 256 colors from it. I assume photoshop has similar or probably more featured than that. The color gradient which gives a gradient both with value and saturation is found if you google color picker:…
Really solid stuff, heh. Glad to see devs (and you) using UE5 while not falling for Tim Sweendley's marketing slop, and doing things the way they're meant to be done. The art of optimization shouldn't and can't die. Nanite was not invented so everyone could import infinite density meshes and just let the engine handle it,…
There's a lot of good advice in the replies here. Something to consider is what's the source and broader context behind the idea that using hard edges with UV splits is bad and using a single smoothing group with averaged normals is good? Simple explanations like this can be tempting but blanket statements made without…