What a morning! We loaded up the Barracuda's front and rear end on the trailer last night: Early this morning we drove over to the body shop, where the cuda's body had gotten the rubberized coating on the underbody and was sitting up on a lift. My dad and I proceeded to bolt the front end in place, bolting in the A arms,…
I'm looking for a way to break a gradient into a variable number of steps. The effect I'm going for is a shale like flaky rock surface. Right now I'm using a curve but that's less than elegant workflow-wise. I'd like to be able to use a dynamic gradient and have the steps controlled by a stepped gradient that can be…
okidoki Thanks for interesting links but still sounds like a toy not very relevant to actual game art production. Same as Metaballs. Rather an interesting toy. I am for example still waiting when Designer would get any convenient manual touching/finishing tools or otherwize Painter get something like node based level of a…
Been integrating Meshy and Tripo outputs into UE5 pipelines for a while now and the generation step is no longer the problem — topology and textures come out reasonably usable for props and background assets. The problem is everything between export and the asset actually being in the project correctly. My current manual…
After updating to 2.3.2 I go into NDO to work and it keeps hiding everything after nearly any updates... add a selection convert to normal go back, tools are gone... garf
Yep you've hit a nice balance! My nitpicks now: -remove 2-3 of the far away fences to not draw the eye away from the shop -maybe variate the paint color on the signs or have the right sign be sculpted inwards like the concept so it's less noticeable to fight less for your attention -generally I think now you could…
Hello Polycounters, So I've been opening a multiple of projects recently... one being my Sci-fi PBR Grenade which you can find here. http://polycount.com/discussion/162607/sci-fi-grenade-pbr-by-desmond-man-concept-by-juan-novelletto#latest which is still currently in development... I'm actually doing these both as side…
Wanted to drop a quick pipeline piece we did solving a data-bloat problem. We needed a reusable, highly deformed eye rig setup for a stylized project, but relying on geometry caching to bake out the lattice deformations was killing our data foot print. We’ve shared a quick, high-level teaser of the rig over on LinkedIn if…
I looked around on YT for you and there are speed-modeling videos like this one that could help you. Just be aware this is sped up 4x or so, just to make it less boring. But you can pause anytime and replay things. I would suggest trying to replicate exactly what they are making, following along step by step, just to help…
I am experimenting with some nighttime lighting with my current scene and ran into a quick problem. As of right now I am working on a castle wall. It is made up of a tiling stone texture. For the window gaps I applied a 2nd material ID and used a emissive material to get the effect I wanted. The problem is I had vertex…