I think you want to use BEND modifiers instead, if you want the meshes to deform like they do in Kevin's example. I'm not sure where the center example came from but that might be where you got the idea for PathDeform. PathDeform will cause a mesh to travel along a path and conform to it, a bit like a train riding on a…
Yeah, the trick is to make unique/non-tiled textures is to combine them in the material. It doesn't have to be extreme, for example a brick wall (1x1) with another grime texture masked over it (1.43x1.43) can break up the uniformity of the tiling. Other effects such as using masking to do color/brightness variations helps…
There are many ways to texture things. http://wiki.polycount.com/wiki/EnvironmentSculpting http://wiki.polycount.com/wiki/TexturingTutorials Depends on many factors though. Best thing is to show an example of what you want to achieve, and an example of what you've done so far. Art style choice is a larger question, you…
3 questions: 1. Can the pedestal texture sets be broken down similar to the beast itself? For example, could 7 texture sets, of 3 x 1024 and 4 x 512 be used instead of one 2048? 2. For the submission renders, does the beast have to be in the same pose for each one or can that change depending on the shot? 3. How…
And about the iphone do not separate the uvs... As they said you can cut but keep connected the uvs together... or the number of vertex will be not cute here :) You can see an example I done with Unity here about the UVS//vertex number conflict : http://samavan.com/divershelp/Test_TriangleStrip_Cube_A001.jpg And here…
Don't worry about actual "polygon limits", but don't be reckless with your geometry either. Especially because this is portfolio. If you're reasonable with it, just make your geometry have nice fidelity. If you've got sections in your model that are chunky, don't fret to add a few more sections/loops just to make them look…
Hey dude! Your low poly isnt consistent over all. Some elements are crazy optimized while others are totally wasteful. The Tires for example are just insanely high lol. Heres a Tip: Keep the edge/silhouette the highest and work your way down. Put those saved tris back into the main shapes, add bevel edges to accomodate a…
Cool stuff, though that storm drain example was pretty bad - you can see similar artifacting on the desk example at the beginning of the video. I'd definitely like to see some higher-definition videos, maybe focusing on some more complex objects like multiple wires and cables shot against a sunset or something a little…
I'm new to this wonderful piece of software and I've had a lot of fun making various substances so far. But I seem quite stumped by wood, of all things. I keep running into trouble making a good vein pattern that looks half-decent even while tiled. Have a look at the example here. I could totally use some help to…
So, I work a lot with objects that are mirrored on the X axis in order to save texture space. But my meshes have this very visible seam along the center. See example: https://i.imgur.com/OZRgIqfg.jpg In this example, the mesh has a visible seam already and I haven't even baked yet. So, I've tried using custom vertex…