Hello! First post here so be gentle, but my question/problem has to do with the proper way of baking normal maps. What I'm trying to do in this test bake is bake this high poly cube to a low poly cube. I've followed all the rules that I've found on the subject including the biggest one I can think of, which is to split UV…
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hey polycount im working on a character and have come to the stage of rigging. my character is a spaceman that has a visor that flips up. how would i rig and animate this, can anyone help me out. thanks.
hey polycount im working on a character and have come to the stage of rigging. my character is a spaceman that has a visor that flips up. how would i rig and animate this, can anyone help me out. thanks.
If it's not the same on the left and right side it sounds like it's not symmetric and the edge of the low and high are not right on the axis. You might be baking the curve of the highpoly's edge but this should be the same on both sides. Rip out two adjacent tries of the lowpoly blade edge and just bake them. You can also…
Hi, I'm working on a low-poly character model and I've run into a snag... I'm really terrible at modelling hands, especially this low-poly, so I'm reaching out to you Polycount, can anyone here help me model a simple hand to fit on a four-sided arm? My MSN is: timsjastad@hotmail.com, if you're willing to help don't…
I'm starting to model plantlife in some environments I've created and instead of placing sheets through eachother for creating the canopy of the trees I think I want to model sheets that always turn to face the camera (as to never reveal themselves as flat sheets). I know it's possible but the problem is I'm not sure how…
How would I go about having a mesh only seeable by post process, but not the player? I have a post process that pixelates a selected mesh based on a custom depthpass, producing a stylized 3d pixel look in a non pixelated world. Example with exaggerated pixelation offset from model to highlight issue. I've come up with some…