just using the default camera DOF attribute? quick and easy - Create a camera and open up your DOF attribute - Move your camera out away from your object and snap it to the grid. - Create > Measure Tools > Distance Tool - Snap the measure tool near the camera and then near the object - Snap the first locator to the same…
Hello Everyone. I've been trying to fix these artifacts for a long time but didn't succeed so maybe you could help me with that. Basically, I've created some objects in Blender, both low and high poly: Low: High: I've marked seams on hard edges and unwrapped the low poly: Then I exported both models to SP. I've been using…
I'm sorta new to Houdini and have been following quite a few tutorials including buying some on Udemy. This is my first time trying to build something from scratch without guidance and have run into my first blocker. I'm trying to generate a fence which consists of a curve and an HDA that generates the wooden board. The…
I've used ZBrush a bit, and know all about building a rock, etc that looks really convincing and all that, but the interface has me confused. I create a simple shape that I want to govern the initial shape of the rock wall, this is then imported into Zbrush and I get blobbing it up and it's a really mindblowingly decent…
Hi everyone, I am new to this forum and this is my second post. So I am not very familiar with the rules. May be my question has already been answered here earlier in some other post. Please guide me to that link, if there is any. What I want to know is: I am creating a few low poly game prop models. I have one object with…
Hey guys, So I have this mechanical model that I modeled in Max. I now want to take this model and use zbrush to sculpt on the finer details like screws and bolts. This object and all other objects with it have to be watertight and I can't use any floating geometry, Thus why I have to sculpt in the bolts and screws rather…
I've been trying to track this bug down and could use some help. In this zip file is a scene and a script called "materialCombiner.ms" http://www.bryancavett.com/materialCombiner.zip The script is supposed to take the selected objects and combine their multi/sub materials in to one multi/sub then adjust the object's…
Hi, I could use some good links to videos to help me update my modeling and Unreal skills. I also would love to hear some options on current texture sizes for PC games, and how many tri's I should be aiming for for an indoor destroyed building scene. Lastly, as I want to bring it into Unreal, I wasn't sure if I should do…
I wrote this script today for myself and thought it might come in handy for some of you doing high poly models. It selects all non four sided polys in an EPoly object in Max. This way, you can see where you need to do some cleanup if you want an all quad mesh for bringing in to ZBrush. You can use it in an editable poly…
hey so im mainly a maya user, though im starting to use 3ds max as well. one thing i heavily use general 3d programs like those for is creating my game model from my high poly i export all the parts from zbrush at around division 3 where i have the main details but there arent too many polys for maya/max to handle. i then…