I personally spent some time studying Houdini decade or more ago but found a company would be reluctant to build their toolset on Houdini base. Same story in a way with Substance Designer actually which nobody uses really but me. Then I found all I ever wanted to do in Houdiny like complex arrays and scatter systems are…
What a difference a week makes. Over the past week I've taken all of the feedback that I've received from twitter, discord etc and really tried to push my tiling textures and trims to the next level. They're not quite done, I still have a bit of tweaking (especially on the ornamental gold on trim 2) and some cracks and…
This is a watch for the character I'm currently working on Smooth shaded Weighted normals Wireframe of tris. Had to add this bevel because my lowpoly couldn't catch the bevels in that area even after I manually adjusted the cage in blender UVs Normal map(smooth shaded)
Counting tris and using quads are to completely different things really. The reason as to why he tells you to use quads is because of smoothing/deformation etc. But as it comes down to performance, the engines don't count in quads, it counts in tris. One polygon as you know can be 2 tris, and it can be 1 tris, and it could…
Well I decided I would start a thread here and see how it goes, for my first post I wanted to talk about improving my thumbnails/shape language with my character designs, these are all based on artwork by Angus Mcbride btw. I started with this guy He's not bad, but I wanted better, pretty unhappy with my exaggeration and…
Hi i want ask you one thing . why games have tris in areas with high deformation like shoulders o even the face , i download models for dota 2 and i see tris on the shlulders and why isnt a problem for rig and animate ? Why use tris instead quads for that areas and last what advantages have tris instead quads on games…
Hogwarts Legacy Fan Art - Materials PART II This project focuses on a material-based environment workflow, starting with a procedural material in Substance Designer and evolving into a trim sheet–based modular system. The goal was to achieve a consistent visual style while remaining performance-friendly for real-time…
Hey and I decided to do a little test in terms of how much raw mesh data could weight, so we would have a more informed discussion. Exported to obj. stuff is as follows: 2028 tris - 94.9kb 972 tris - 44.3kb 432 tris - 19.7kb 192 tris - 8.91kb Exported to .ase(the one you used fir UDK before FBX support): 2028 tris - 263kb…
Hi, Started a new project : Nävis: mission to TRI-JJ 768 I want to remake a scene of my favorite french comic book: Sillage by Philippe Buchet and Jean-David Morvan. It's a scene where Nävis prepares her mission on the planet TRI-JJ 768. People on TRI-JJ 768 have a white skin whith black dots, therefore she uses a…
Hello guys and girls:), i`m almost done with this piece. Concept - http://razorb.deviantart.com/art/Tram-Station-149685881?q=gallery%3ARazorb%2F2917004&qo=14 I want to make a camera walkthrouh in the end but there are places for improvements so.... ...Comments and critics are welcome. Used: 3ds max 2011; Photoshop; dDo;…