Any number anyone gives you is meaningless nonsense. If you make sure the mesh is well optimized you can pretty much ignore triangle count. Re anims@ You rig the actual model? I haven't done much animation work but I remember *always* using low-poly proxies.
Job Summary Position: Architectural Visualizer Company: 7CGI Limited Job Type: Full-time (On-site) Job Location: Dhaka, Bangladesh Experience: 1 to 2 years Salary: Negotiable Probation: 2 month Introduction At 7CGI Limited, we work on high-end 3D Visualization and 3D Rendering projects for clients in North America and…
Hi everyone, I’m currently working on a 3D model for a class and I’ve run into some confusing normal map issues. I’m baking in Marmoset Toolbag 5 and texturing in Substance Painter, with Unreal Engine 5 as the target engine. The Issue:
When I import my Marmoset-baked normal maps into Unreal, they look perfect (DirectX…
Hello MarekDomin! I'm sure there are pretty good self learn animators out there but from I had been watching in forums and reels , a lot of people came from a school ( examples : Animation Mentor , IAnimate, Animschool and of course College, to name a few). In my personal opinion , school is good because is a new world…
Are you using a Shape Instance Operator for the grass blades? If so, then nope...Lock/Bond will affect the Particle's Position only. If you want animated grass blades, you'll have to animate the Source Object(s) in the Shape Instance Operator. To prevent all blades from moving in sync, use different objects in the Shape…