Haven't upgraded to TB3 yet, but is this available there or by some means in TB2? I'm working on hair with geo cards, which in my 3D app are attached to curved for easier tweaking. If I import to TB2, I'd have to set each individual hair card to disable back face culling. I could just group all geo and export as one…
Hey folks. I am trying to model a stair case that gradually get's scaled as you go up the stairs. So the bottom stair is the largest and it incrementally get's smaller as you ascend. I am using Softimage's duplicate multiple where it let's you select the Transforms. Howevever whenever I type in a Scale value. It doesn't…
Hey all, I'm newb at this. Please be patient with me :'( :'( :'( I'm following this tutorial on making polygon hair: https://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/ I'm stuck on step 12, once I've got the UV islands for the hair model done, I've exported it as OBJ to zbrush, and used…
Indeed, I understand that, but my point was computers have reached a certain point of fundamental-ness/basicness/intrensicness. As you've said they were not around many centuries. They didn't have the slowing down properties of their circumstantial rise at the time. Because we're also talking about a time where not a lot…
Long time no update! Part of my entry to the Throne Room competition will be what are essentially blog posts with lots of images. As I'm working through this project, I want to document everything-from my idea phase all the way to my final project's presentation. Considering my project is a bit more abstract and will rely…
Maybe try thinking in levels of detail. A good mix of shape and detail is important to a visually appealing asset. For example, first you think about all the big shapes and get it looking interesting and balanced, good silhouette, maybe a mix of smooth and angled shapes, etc. It sounds like you feel you've got this part…
After taking another look at it, I have some notes. I haven't read the other posts so I apologize if someone already beat these to death. The run/shuffle after the first jump has next to no up and down motion on the center of mass or root node. It's like he moves in a straight line and the feet shuffle under her, a bit…
The main programs and bare minimum are a modeling tool of your choice (Max, Maya, Modo or Blender) and Photoshop. Focus on those first, learn the basics and traditional worklow with them. All the other tools exist to make specific tasks easier and more time efficient. You can add them to your arsenal step by step as you…
The canon really benefit from those changes. Valve published those PDF files about style, but as you said its always better if someone will direct us directly on our items. That's why I am really looking forward to what great items can shop up after we got this separate forum area here on polycount for DOTA2 workshop. Keep…
Hi, Thanks for your replies! I tried the modifications you suggested, and though it looks a little better now, it still looks way too blocky ingame. I suppose it is due to the vertex normals. I tried bending them so they all point away from themselves, but it simply doesn't make a difference when I port the model into the…