Running Windows 64bit HOME [upgrading to ultimate later today] I7 920 24gb RAM [16gb only usable with home] nVidia GTX 460 aSUS P6T 750 PWS I just upgraded my ram because I had the blue screen of death a few times and was getting memory errors so I am assuming one of the ram chips went bad. Since swapping them out I…
Hey guys, So this is something that has been bothering me for a very long time. Until now i just figured id use the workaround method but i want to settle this once and for all. This is why I'm here to ask you guys (the pros). So my confusion comes from the way that smoothing groups work with Maya. As I learned when I…
Modelling for print has its own set of unique challenges. I'm excited to start this chapter in my journey as an artist. After numerous trial and error, I've uploaded my first one. (I'll get better at bases, I promise ) https://www.thingiverse.com/thing:6415756
The shading depends on vertex normals. Flat thing should have them same directed . Typically 3d packages control vertex normal on their own but with lots of tiny long triangles errors usually happen . insetting or beveling or face weighting are just ways to help automatic algorithm. You can do same manually too. Like…
Hello all. I'm finishing up a gun concept modeling project and I'm setting up my final renders in Unreal Engine 5. Any feedback regarding composition, lighting, errors, or anything else you notice would be greatly appreciated. Here are the renders I have so far:
Hello, I have a problem with sp baking. It is the first time that I make a bake with the match by name mesh. I have a low in fbx with multiple objects from Maya and a series of multiple high .objs from zbrush, and each respective object with its name and prefix. And the bake comes out with a huge error. I tried in marmoset…
Hey there again, no updates to show just yet, but I will try to answer some quick questions in the meantime: Optimization: Again, we are fully aware that the low poly COULD be lower poly, but this would disrupt the smoothing groups and the silhouette, and would not be worth losing the gorgeously smooth and high poly…
Hello all. I'm finishing Character modeling project and I'm setting up my final renders in Arnold Maya. Any feedback regarding composition, lighting, errors, or anything else you notice would be greatly appreciated. Here are the renders I have so far: https://www.artstation.com/artwork/xDRB1E
Andreas Meissner here. "I've been waiting a long time for this, I had given up on it since the page wasn't updated for almost a year." True hehe, it took a very long time from vaporware to software. "You still need to click on the button unlike maya though. Someone proposed him on scriptspot, but i'm not sure if it could…
When you write "ORM", I assume it's packed Occlusion, Roughness, Metallic? I think this packing is of no use for the default Unity shader. If I'm not mistaken for Occlusion it simply takes a greyscale image. Here is the page in the docu for reference:…