In this case, simply double the # of sides on the asset, remove all these really small bevels for the ridges etc, and you'll end up with a better result with much less tris. Sure you wont have those tiny little ridges, but they likely wouldn't be noticed ingame anyway. Quick test to show various methods. left to right: A.…
Dang. I'd totally jump into this but I'm so friggin busy! Might I recommend using QQ chat? You can create a discussion group where everyone can post their images in the chat thread. They can just do screen grabs right into the chat thread its SUPER helpful for fast crits instead of a forum where you have to save out the…
After looking at it again this morning I realised I hadn't properly set hard edges on all the correct parts (Doing so in modo 501 is a bit of a pain really. For the islands of a cylindrical object, I have to set the smoothing groups like: A (for the polygons left of where I want the seam), AB (for the rest), B (for the…
I think the line is drawn by the individual who created the original artwork, therefore if you have any kind of conscience nagging at you saying "this is a lot like the that artists work" then you should either : A:ask the original artist wether its alright to show this publicly or B: clearly give credit to the inspiration…
Hi Artists, I made a tool for making Hair textures, currently in Beta and getting improved on a regular basis. I made it available to buy from Artstation: https://robertramsay.artstation.com/store/j7PY/hair-strand-designer-v1285 Check out the latest videos on my YouTube channel https://www.youtube.com/watch?v=Sw-7spDjEl8…
There's nothing 'small' about a renaming upk/assets issue in unreal. It's one of most black-magicy parts of the engine :( But here's some tips I've found to be helpful: -be sure you ALWAYS rename/move the assets in the content browser, via the right click menu--this is weird that it doesn't propagate references for you…
This has nothing to do with pbr, and channel packing was always a thing, it didn't just show up after the transition to pbr. It was also used back when there was only phong kind of shading with specular and specular power (glossiness). They were still packing grayscale info into channels, I guess its just that this piece…
dude thats very impressive jo420! madd props on getn that undercontrol! you look a lot better, and i bet you feel better too! 6'4" is tall! im right behind you at 6'2". Thats why i can pack on that much weight and it look like i gained barely anything. Thats kool jeffro, I was just trying to offer some suggestions to keep…
Hey everyone! I just got into scripting a couple of days ago and I want to start tracking my progress and potentially get some pointers and some feedback from more advanced scripters. I'm still very new and my stuff is super simple, so don't get your hopes up for anything awesome. Here's the first script that I made. I got…
Hey, polycounters ! This tutorial is about HardSurface Modeling in Blender 2.8. I'll explain to you my process and the tools I use showing the entire modeling of the Sci-Fi Gun almost 2 hours of work. I also share some free plugin and tricks for making a hole, smooth transition... This tutorial is recommended for a…