@maabooThe image I posted above is but only one among quite a number of normal texture bake tests, using both Blender's native bevel shader alongside implementing third party Zen tool suite BBQ which outputs imho very nice variable radius round edged chamfers at material level, so indeed as pior said "can be baked to…
Hello guys. My question is software independent, technique based. So, If i were to have make an open world game and i make hundreds of people in my modelling software, and when things would come to make a face solution that can be compatible with sharing 1 animation across hundreds of models, and lets say i wanted to make…
Just finished the base for the lowpoly going to do a high poly sculpt pass next to add in some details and damages that are in the concept art before moving on to texturing.
New Naval Raiders. I call this skin "Starless Aeon". Need to open Proplexity. Gotta consult the shoggoth if there are harpoon mechanics in rulebook. Having a hit test on armored units and make them move towards you each turn. Would be neat, but probably broken af.
Greetings Fellow Creatives! My quest continues to make every looping track on my site available in higher-quality Ogg format, so this week we have: "THE ITALIAN HEIST" You can listen to it here: https://soundimage.org/wp-content/uploads/2026/06/The-Italian-Heist.ogg And freely download it here:…
Yeah its a long road! Been fixing the low and high poly. First time using a kit and the parts are genius. You can use the components with or without subD. That means floating and duplicate geometry' which bakes like crap :) . But with thr help of god and a good long stick we got it all fixed up. Final bakes (just norm and…
I'm not understanding Auto-saves... by default it is set to auto-save every 2 minutes - I've just lost power and lost 30 minutes of retopology work, because between the .blend1 file and the Autosaves folders, 30 min ago was the most recent save. Is this bugged?
I heard about this today, and thought of you. https://github.com/mklefrancois/glTF/tree/ext-materials-retroreflection/extensions/2.0/Vendor/EXT_materials_retroreflection Some math and implementation details, maybe it helps.