There's lots of smaller errors related to muscles flowing between forms. For example, the deltoid muscle always has a triangular shape as it connects between the bicep and tricep. Body builders tend to overdo it on these muscles, making them appear boxy, but it should still be there. It should also flow with the pectoral,…
These are my settings, are they okay? I have just tried FBX settings General Options - > check default file extension under include -> only smooth mesh is checked and reference container content under animation - > check animation under bake simulation -> check bake simulation under deformed models - > deformed models and…
in polyboost use the border tool, thats the best tool to retopo fast. its under modeling - polydraw (button) new window pops up. 1. under "draw on" click surface. 2. create a poly plane somewhere (keep selected) 3. top button - "pick" your high poly 4. hit border button under edit. 5. start draging edges of taht created…
Well, yeah, I can split them up under more filters but I don't want to do that -- I want to combine grass, ivy, etc into one rather than have a single material under the "ivy" grouping and then 3 under "grass" etc etc. Adding a second filter under one grouping only shows materials that match BOTH filters. So one for…
Studio: Atlantis 3D Studios Project: Project: Rialto Type: Profit Share (Core Team) Location: Remote About Us We’re an indie studio dedicated to recreating Renaissance Venice as it was in the late 15th century with engaging and fun gameplay and story to accompany it. As fans of history, and video games, we’re building…
Hey! I'm Idris, a UI/UX Designer with over five years of experience under my belt. If you're on the hunt for someone to help create game interfaces that are both fun to use and easy on the eyes, you’ve found the right person ! I've spent a lot of time in the gaming world, pouring my passion into different projects. What…
Had a little time to work on the scene finished the captures of everything from ocean surface its just 5 clips of up to 10 seconds, finished also the screenshot captures now working on ocean floor: - got a nice hdri of underwater that helps a bit on the ocean lighting - start working on the post process volume from outside…
Hi, I'm trying to create shader for masking detail texture to multiply with metalness map.Her's my model with albedo, roughness and metalness maps on - no albedo or detail maps added at this point: I already have mix pass for albedo and now I'm trying to perform similar to reflectivity map. here's albedo part (it's working…