Hey everyone, I'm currently working on a knight character inspired by a concept from Christian Villacis, and I wanted to share my progress with you all. I'd love to hear your thoughts or feedback
concept by mastapimp420 This is an example work--in-progress thread, for The Polycount BRAWL² Tournament. For full details see the contest brief here: https://polycount.com/discussion/237047/the-brawl²-tournament-challenge/p1
This is unfortunately something Higher Logic/Vanilla Forums have said they won't fix. Even though we pleaded. If an embed uses http: instead of https: then the embed is broken. The only way to fix is for a moderator to Edit the post, replacing each http with https. :(
Hey ! You've finished it ! At least it's something. Posing is not as hard as animating but it's already something not as easy as it may seem and stiffness is not such an easy task to get rid of. The more you'll want to make your character/scene alive, the more complicated it will be to do, ligth, camera position,…
Hey guys! I need help fixing an artifact when baking maps in Marmoset Toolbag. The issue is only happening on two specific parts, even though the entire object is made up of similar structures. Padding and margin are fine, and all copies have been moved to the next tile in the same coordinates to avoid unwanted baking from…
Hello! I was wondering if anyone might be able to help me
troubleshoot this issue. I’m skinning a mesh to an existing skeleton in Maya, and
everything looks fine when I test the deformation there. But when I bring the
mesh into Unity and run a skinning test, the chest area blows up every time the
upper body bends backward.…
Modelling software: Blender Rendering software: Unreal Use case: Real-time render modelling portfolio I'm trying to figure out the best way to get good normals on a backpack object, with its various thin looping straps. My high poly modelling uses straps with thickness, and I presumed that they ought to be made into planes…