Hi Guys Im having some probs with masks. (see image below) Bear in mind this isn't game spec so anything goes.But the dials must animate,to do this I was gonna use animated textures. Im basically getting this horrid black line around my shaders,my current set-up is solide White gradient in the diffuse slot and a 32-bit…
Before i critique just want to mention.. For years when posting anything art related i would never really give critique's or feedback (mostly due to my own self-doubt) but i feel it's about time i learn to show more of my own art and to not only take criticism but to also learn to try an give better constructive criticism…
Ups.. didn't see this before posting in "How the f.." .. :sweat_smile: But found almost the same model :grin: Hmm.. how do analyze usually any form.. and yes "simplifying" a form and subdividing it "later" helps. Also "retracing" some outline and connecting to faces can be a way to get some proper base to refine later.…
Hey all, this is what I'm currently working on, an updated version of Ocarina of Times Kakariko Village. I chose it because I friggin love this game and want to see it brought up to current gen standards. Here's an imgur link to an album which contains these pictures http://imgur.com/a/sqG6j/kakariko_village Environment…
Verse looks fine as a language - i watched a talk on it a while back and it has some features I think are a really good idea for this application. If you're doubting epic's ability to invent a language for making unreal games you should probably just stop - they've been doing it forever. as far as UE6 goes... I don't think…
The settings I generally used it for (eg, selecting the gpu to use etc.) are handled properly by windows now but the control panel does appear to still be present on win11 - perhaps they got pushback and left it there or perhaps i misread something. I'm probably not on latest but im likely on the one before that
Hi guys. So i was learning this new auto unwrap program and i am getting problem with the x and y axis. So when i export this mesh by flipping y-z axis turned on. It drops in the uv layout like this. It should be flat but idk what's causing this problem. When i use a bridge to get my mesh directly to headus. This is how it…
Hi, I’m a 3D Environment and Prop Artist with extensive experience in modeling and texturing specializing in creating high-quality game-ready assets. My work focuses on delivering detailed and optimized environments and props that enhance the visual experience. Skills: I have extensive experience working with Unity, Unreal…
Dragging and dropping a file into Photoshop, onto another open file no longer works like it did in CS4 and earlier; instead, Photoshop decides to try and "Place" the file you dropped onto the currently opened file. I never have any use for this sort of behavior and would much prefer to have it work like in CS4. Anybody…