Maya creates certain nodes at the creation of a scene that it uses as defaults. I'm not sure why you can't delete them I'm guessing because maya uses them as a fall back in case something goes wrong or missing. For example "lambert1" "particleCloud1" and "shaderGlow1" are nodes that can't be deleted because certain shaders…
I think mastering the fundamental would help a lot. this is the example [ame=" https://www.youtube.com/watch?v=5TQ0nqjAnPY"]Stan Winston School Of Character Arts Trailer - YouTube[/ame] [ame="https://www.youtube.com/watch?v=1RN9SI8z6lA"]Monster Mask Painting | Special Effects Character Creation Tutorial | Stan Winston…
Enter the Matrix sold like MAD, but its really an exception to the rule, do not ever bring up that game as an example. The best example of how good gameplay and graphics come together are Blizzard's games, you put the two together and you have something with a really long shelf life, which is the case with all Blizzard's…
Here is an simple explanation of vertex normals ChatGPT gave me . Decades ago it took me a month probably of miss and hit to figure out. I wish there were something like chatGPT back then: [moderator edit, AI summary removed, we don't want AI regurgitated info on Polycount,] ps. Well , when I asked Chat to generate picture…
Hi! Trying to get this in Unity ? In UE4 I would just go and copy paste the nodes from the example above, but no such thing in Unity. Has anyone made/found such a setup that I could reuse or try to remake ? Thanks And separate question on a related topic : In this same UE4 example content, it showcases a material setup…
Hi guys, I found this short image-based tutorial by Eternity NU on zremesher and there are some things that I cannot fully understand. As you can see in the attachment, the remeshed model and the one with 6 subdivisions are almost identical in terms of topology. How is this possible? I tried the tutorial exactly as shown…
This is a problem I've been having for awhile and today it finally made me ask WHY THE FUCK!!?? Normally I can translate a vertex in the viewport freehand, when this option is available the yellow box remains a square pointed at the camera when you rotate around the object. example: BUT SOMETIMES the yellow box doesnt stay…
I'm working on a unity environment for class. I want to make it look great in the time I have. I have a bunch of modular assets created, but The textures need work. (see example below) Basically the textures were just images online to save time, but I dont want them to look like textures I grabbed online, so I'm going to…
The past week has been pretty slow, mostly watching tutorials and planning / discussing ideas. I was really inspired by this concept by Chris Doretz of what looks like a plastic quarantine tunnel running through a damaged hospital area. It looked like it would introduce some really cool opportunities for lighting and also…
Hey Polycount. I have been researching this topic for a while now, and I know that there are normally multiple ways to go about it. The context is that I'm practicing my modelling and texturing for non-stylized contemporary architecture assets, meant for a hypothetical fps game that has large open urban areas. By…