I hope this starts a movement to simplifiy some games that come out, get back to their roots. For example, I'd love to play a game with nothing but one analog stick.
I think a good, healthy, flame war is all part of the learning process. Polycount can handle flame wars. If you can't learn by example, why not jump in?
Parts of this mesh has some form of weird/stretched UV's, almost every 2nd face. If re-imported into Maya or Substance Painter, and checked with a Texture it looks correct but broken in UE4. Would really appreciate some help with this thanks :) Example Pics
I've been trying to reproduce a displacement effect on cubes for a cloner plataform that I've seen. But after trying out and tinkering with every option avaliable on Arnold, I didn't came close to the details being so perfectly extruded and shaped. Here's my settings on Arnold and the file overall with them applied: Do I…
The renders above look like poser art, which is to say purchased assets put together to form an image. There is nothing wrong with that, but you have to be pretty good to pull it off. The difference in the quality of the figure and background makes the images jarring to look at. It looks like the model doesn't belong in…
I'm having a real hard time trying to model some shapes like banners, flags and trash bags, for example. Is it possible to use Marvelous Designer for that? Does anyone recommend any tutorial series that I can buy on this subject?
Hi. I'm new to UDK and got a problem. After I import a model to UDK, I notice that when I zoom out my model the quality of the image gets poor and grainy. For example: Overall image Close up Thank you!
Using Jessica Murphy's "Kiara" piece as an example, Her albedo: Her opacity: My attempt utilizing Marmoset's dither shader: As you can tell, the dither shader does not emulate the Sketchfab set up . Is there a way to replicate it?
Possible newb question; how do you set independent shading modes for objects in Max? Example: I'm modeling a low poly mesh over the high and want to display the low poly in wireframe but have the high shaded only.
Is more geometry the solution to texture smoothness from various angles? With "smoothness" I refer to how much can a texture give the illusion of volume when seen from more extreme/perpendicular angles, if that explains it. Example: