Starting things simple: Well, one thing to keep in mind is that your default page should probably be named index.html. Web browsers open the index.html automatically if a page name isn't specified. As an example, when you go to google.com, you'll notice that you don't type in google.com/index.html. The browser…
Well here's the method I use for mass producing spec maps. For single stuff that I want to show off or for portfolio work, or if it was for an FPS game, I'd take a longer time. But if I need to mass produce a bunch of them I use my quick method. Step 1: keep my diffuse in layers. Step 2: grab each layer, go to…
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.…
First: if you have a subdiv of 5 then the quality is irrelevant and if you have no creases then you don't get cubes like you showed and if you have crease of 1 then this means no catmull clark smoothing at all... so what do you want to show here ??? 🤷 (Maybe you are overthinking this??) Anyway: Why bother about any…
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…