Hello Polycount, to start I'dont really now where to post this thread so I post here ^^ and secondly sorry for my aproximative english so, I'm french i'm studying IT (it's borring...) and i begin to learn 3d since almost two year ago now. later I would like to work in the CG "industie" like the most of you and I ask myself…
I am trying to get the rain texture to pan slower when the vertex normal direction is facing upwards. Below you can see the shader network and a screenshot of the result. It seems like the engine only chooses one normal direction and in those cases the result comes as expected. However when the normal direction is…
Pretty much all in the title. I created a project with a colour map but now I need to change it. Sounds like it should be an easy thing but I edit the ID PSD and nothing happens. I even delete the TGA I originally set the project up with and yet it still seems to have it stored somewhere. ANy idea how I can change my ID…
Voxel Proxy - provides a simple and fast way to generate volume proxy meshes. Originally intended as a rigging tool to generate a proxy mesh for skinning purpose to represent a complex geometry as one solid shape. You can download and find all instructions (and preview) on Github repository. For now, its only a test…
Excuse my grammar, I speak spanish. TL;DR: Can you recommend me a good full tutorial for starters on making models for games? (from the high poly to the finished low poly textured) _______________________________________________________ So just yesterday I was watching the awesome work of many people in the Riot Contest…
I have a few rather detailed models, at least texture-wise, which would be a pain to manually color in voxel form. Can I have them converted automatically somehow? Their is already one that exists, but it costs $45, which seems expensive for a one-off thing.
I build Blender tools with a focus on automation and production speed, primarily for game art workflows. Before deciding what to build next, I want to hear directly from people who use Blender seriously and run into the same problems over and over—the kind where you think “this should not be manual in 2026.” I’m not…
Great idea and work so far! I think restricting movement to only the player character in view might become frustrating in cases where you want to do something simple like moving to a location without needing to first ensure both bots can see the destination and eachother during transit. I would keep the current control…
I'd agree manual control of the lightmap can be better. I always do this. I have multisubs in a UDK level right now, so that works fine. You're getting the error pop-up. Does this mean it's also rendering incorrectly? Cause if it works, I'd probably disregard it. If it's broke, the first place I'd check is the Map Channel…
With dynamesh you can sculpt without having to consider topology and the distribution of polygons across your mesh becomes uniform, So you don't have to worry about stretching or whether or not you have enough geometry to sculpt in additional features. You don't have to use Dynamesh from scratch, you can also use it to get…