Hi there guys! I've been researching on ways to model armor for characters in games. The biggest issue I've been running into is that I haven't found any consistency. I would like to ask you for your wisdom since I am pretty new at this. Some people tell me it is easier to import a naked obj (assuming it was already…
Thanks @Neox ! But what I meant to ask is is there a parametric node where I could pick the colors without using texture? So the only texture I would use is the mask? [BTW I just went through all the images about Airborn on Artstation on the other day. Lovely stuff! Hope I could play with the real game someday! :) ]
Final version - I'm submitting it as a PDF in just a moment, but here it is to read if you don't want to download a PDF Silver streamed out of his body like a current and wrapped itself in Lamb’s hand, her arrow disappearing into the light above his heart. He had embraced his life with fullness, and accepted his death with…
If you dont understand quite what you're being asked to do then there's no shame in asking for more clarity - this applies in terms of work, filling in your tasks, whatever oh - and don't be the first person to drop a c-bomb in a meeting
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
^ yes someone actually asked almost the same question check this out http://www.polycount.com/forum/showpost.php?p=2002691&postcount=9 conclusion you dont need to unwrap your hipoly mesh at all. :) ( except you want use it for sculpting itself :) or to help masking the hipoly mesh )
sorry to bump this thread but this is basically what I wanted to ask. Is there not a button to copy the mask to all maps like the last version did? Where I could hold ctrl and click? rather than using the drop down menu. I'm glad it still exists but I liked that button :(
Does anyone know of an existing plugin/generator that will take a custom flow map, and use that flow map to generate and guide procedural markings/strokes so that they follow a direction in general? And would that above description need more explanation? For example, let's say I want to procedurally create noise-brush…
The forms are quite 'blobby' at the moment and could probably use some refining. Also, I would recommend making the mask and head separate subtools, rather than one subtool by itself - firstly, its tricky to judge the proportions of the head alone if the mask is part of the same subtool and secondly you'll have a much more…
you can create a blend mask at the first spine joint so that everything below it is ignored Blend Masks and Blend Profiles in Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community (epicgames.com) alternatively you can also edit the animation in your 3d program to remove the stand up portion as well