So, a quick question. How does everyone present their wireframes for a portfolio when using unreal? The wireframe view it has looks like rubbish. I tried applying a UV snapshot texture to the objects in my scene, to give it the wireframe look, but mipmapping makes it hard to see the lines in the wireframe. Speaking of…
Nice work! I feel a big plus would be having high quality wireframe renders on the main page (not having to go to sketchfab to see them). The wireframe renders you could make would be able to look much nicer than sketchfab wireframe view.
Orthografic views are useless, I can't think of anything they can be useful for. If you want to see the wireframe of your scene, just press f3. Although that wireframe only renders black lines so it can look bit chaotic if you have a dense scene, so personally prefer to just go on the console and use "r_ShowLines 2"; this…
Yeah, UT3 wireframes just don't cut it too busy when viewing a 2 sided wireframe. The dude who did that epic tree was talking about how to export from UT3 including cameras so you could match your shot exactly. That way you could overlay your wireframe from max directly onto your UT3 render, but honestly that's probably…
Hey Istonia, I've just been doing some tests for you. My build specs are: Mobo: Asus P8P67 Deluxe CPU: Intel i7 2600 @ 3.40GHz RAM: 16GB GPU:NVIDIA GeForce GTX 570 (Superclocked) On a scene with 540672 faces things that seem to slow down viewport performance are; hard edges all, wireframe and shadedWireframe. Number of…
Hey this is pretty neat. Did you know there's a MaterialX extension for glTF in the works? Might be cool to support this as some point. It would be really neart to have a UV examination view, which could show a UV wireframe on top of a texture. Or maybe even UV seams on the 3d mesh.
I work as a 3d generalist (mainly modelling, texturing, animation, rendering, pp etc) in advertising and arch viz. My experience in creating for games comes only from reading these forums and watching tutorials. Recently a studio approached me requiring a 3d artist skilled in creating low poly models and putting them into…
Thanks to everyone who applied—really appreciated the portfolios. The role is now filled. Project Indie mobile game (solo developer), fixed-price contract; modeling +
texturing only (no rig). I’m developing a mobile puzzle game in Unity 2022.3 LTS (URP). I need a stylized-but-believable
marmot character (red with blue…
[ QUOTE ] Awesome got it pivot point moved mapped to d. 3. How do I center the pivot? [/ QUOTE ] Hirearchy tab, affect pivot only, center to object. [ QUOTE ] 4. any way to turn on backface culling but still see the wireframe of the whole model? [/ QUOTE ]Backface culling is for shaded/flat shaded view. Think of it as…
Great work, thanks for sharing. Also for reason, I like seeing maya's default blue wireframe and clean topology on a gray background. Gives me a sense of peace and hope :)