Blender updates every few months with an assload of new features. The other guys seem to update once a year, and charge hundreds of dollars. The problem is that moving data around between apps is not ideal. All the apps have different internal representations of things, and you can't convert them to basic types like obj…
the shape of the boot sticks out as the biggest error to me. currently what you have looks like a toddler;s shoe, but even then it looks too straight/rectangular and cant tell the left from the right. look at more boot reference and feet reference too.…
That's a nice point to bring up, TeeJay! I hope I'll be able to help you out a bit. In fact I've been giving a talk on motivation for artists lately and afterwards a few people wrote me that they get really discouraged looking at other peoples work and that seemed like the point I didn't cover at all. And I was sort of…
In my experience it's totally ok bake over hard/split edge . It's never 100% perfect up close in this case, Especially in an actual game where normal maps 8 bit and compressed, You may have even worse looking thing if your engine does low res shadow maps forwarded (scene scaled) style and no contact shadows with actual…
The current precision is not 100% perfect but very very high. Nothing to even slightly worry about and with the wheel using the helper position it is completely unnoticeable. Even when you zoom in all the way. To answer your question, the FBX export format does not nearly support all this nifty stuff my brother used in 3ds…
i agree completely. Should get those things fixed up tomorrow. I am just using some placeholder textures so far to try and get a feel for what I'll need. Definitely too thick right now and the eyebrows are acutally just using the same cards as the lashes. But I think they should get their own rather than using like 100…
Yes. You need to use the world position offset input of the material, but I guess you already figured that out when you tried the grass wind. You were pretty close by trying that. This is how this can work: Your asset need to have some sort of a weight map that tells the material which area of the mesh moves, and which…
The secret is that each scene node that exports is also a bone... and if no skin is applied then each vertex is, by default, weighted 100% to the bone of that node. The one challenge with taking advantage of this is when you want to export a collision mesh too... the collision mesh needs to have each element mapped to a…
Image Rescale Option: I don't know how hard this idea of mine (concocted by user comments above) would be to implement but just giving some ideas to the possibility of perhaps having this as a custom user option. You would select an option to have the images display at 100% quality or have them scaled automatically by say…
The head of the club seems a bit too big in my opinion. Not by much, but maybe scale it down a wee bit. The club head could use some more damage detail too, around the club face area especially, and the metal that wraps around the club face, might help too if you made that a little more worn out. It looks good in the sense…