Hey guys, hopefully some of the more tech artist minded people here can help out with this one. I'm trying to make a procedural fence I can use for one of my projects. I made an example video and sudo blue prints of how I'd imagine this would work, but I'm having trouble figuring exact which nodes I'd use, and how to setup…
Thanks for the sleuthing. I'll see what we can do. On a related note, the forum software we use has made a change to their underlying system, now it will not show any image embeds if they use http: URLs. Some of our older threads now have missing images :( For example, the images here are all…
Thanks very much for your responses people, I am marking this thread as closed as I have found enough people to work with. --- Note: I originally made this post on Reddit, and am cross-posting this here as I haven't yet found what I need. I'm working on a 2d infinite scroller mobile game and I'm looking for someone…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
Hello! I'm looking for Environment Artist (Unreal Engine 5.5) as a project partner. Our talent: We’re a small two-person indie team. My main profile is audio—sound design, music, dialogue—while I also manage coding, narrative and production (search wetdreamsexciter). My teammate is blocking out the world. We now need a…
I'm trying to learn some hard edge sub-d high poly modeling (mechanical objects). And I was wondering if there are any good tutorials for cleaning up meshes. I hope the following isn't too noobish. I want to cut a hole in my mesh (just making it a square for example ease). But I don't know how to keep the form without…
Say I have already calculated the TD of my uv shell, ie. I know its exact size and I know where I should be placing it, are there any tricks on how to position it precisely where I want it? For example, can I pick the top-left vertex as origin, and tell Blender to move the shell to a position where this origin will be 16px…
Thanks guy for the feedback, this helps me narrow down how I will organize my files for future reference, much appreciated. I should mention also that I'm trying to keep the Group's system in check, meaning I would like to know if using Groups is possible to keep my files a separation hierarchy to make things even more…
Basically if you have overlapping triangles at a pixel (technically a 2x2pixel area) the renderer has to consider all of them, which means it has to process that bit of the screen repeatedly It's not worth worrying about if the number of pixels involved is small or if preventing it means extra work, sacrificing modularity…
Hey! Thanks again! Your example helped me a lot, especially the metallic part on the edges. Additionally with a little edge wear made huge difference! What you think?