@2300511685 Correct, the round over in the third step was added with a non-destructive bevel / chamfer modifier that uses edge weights to control the width. If edge weights aren't an option then a simple loop path could also be used to constrain the round over. There's a few different ways to approach modeling lofted…
Hotfix 3 doesn't fix issues with HQ rendering, only Viewport 2.0. Some people have had better luck rolling back to a previous driver and using HQ mode then, although I don't know if this will then mess up functionality with viewport 2.0...
Showreel: http://vimeo.com/110860963 At CG Republic we offer professional service of high standard to all our clients. We aim to deliver project before deadline and meet and exceed expectations. We are based in the UK and consist of a team of qualified and exceptional individuals who have a passion and credibility in the…
Hello. This is my first post on Polycount forum. I would like to share my Github repository with HLSL/Cg shader programs, ready to use in Unity3D engine. Repository is constantly updated. https://github.com/przemyslawzaworski/Unity3D-CG-programming Here is some videos where you can see these shaders in action:…
Hey Polycount, Releasing Quadify Ultra today, and wanted to share it here since this community has always been where serious topology conversation happens. https://youtu.be/1_7xRSyeLUc What it is Quadify Ultra is a retopology addon for Blender 5.0 with an ML routing engine. You select a mesh, hit Ctrl+Shift+Q, and it…
Hello everyone, I just recently purchased the GMH2 hair script for maya. So far I love the script, but I bought the script because I was under the impression that it created lowpoly hair for use in game engines. I was disappointed to find out that it does not do this, nor does the tutorial cover how to bake the results…
Hey everyone! So after freelance work dried up at the beginning of the pandemic, I decided to finally make something while we were in lockdown. Taking a lot of what I started learning here on the Polycount forums' breakdown of Motomura San's work on Guilty Gear, and a lot of great insight from people on the Blender NPR…
Hello everyone!! I’ve made a few final tweaks to the render to wrap up the project. Thanks for all the positive feedback. https://www.youtube.com/watch?v=A9MUzGq85iM https://youtu.be/KwZqudw3V8k
https://www.artstation.com/artwork/Jrmlaa Updated! I got a good push from a critique. Its become a regular thing for me to remake everything at least once after uploading. B) I think you have a much better idea now of what it is made out of, plus better render renders. B)
Hello, unfortunately I can’t show the current project. I will probably create a new scene when I have some free time and show it instead, since I’m not able to share the current one. Video reference: https://www.youtube.com/watch?v=h5fTnIBziXc The issue with my scene is that I can’t achieve the same sense of volume as the…