Thank you Alex! I have done experiments with nanite and decided not to use this time for two reasons. The first one is that for thin geometry, in this case grass strands for example, the rendering gets very noisy as you get further away from the foliage. The rendered polygons get so thin that it can't be rendered well.…
There's a good example of how to do a shoulder rig with armor here: https://polycount.com/discussion/200175/rigging-a-spaulder-an-easy-way-a-simple-way-to-rig-shoulder-armor
Hi As you can see in this video the auther shows absolutely vertical orientation of gradient map but it's obvious that it is needed to use different angles - for example 57 degree and so on How to do it?? https://www.youtube.com/watch?v=V_hgmFeEMPE Thanks
Hello, I wanted to know if you apply for an AAA Studio for example Ubisoft if its a plus if you already created Games on your own (Indie Game) i would be happy if someone would answer that
Just wondering, do anyone know where does the uv scaling value comes from? the mesh itself? I haven't seen an example where this toggle affects anything: In the shader profile: In the shader:
Hey, does anyone know if there is a way in Photoshop to merge two layers but maintain the blending modes that those layers might have applied. For example merging a layer with "multiply" with another layer with "overlay". Cheers.
There is any way of inserting a pattern along a curved shape in zbrush in any way or something similar? Here is a example: I saw sometinhg like that in the past but dont remember how its done exactly. Thx in advance, as always.
I was wondering what guidelines people here usually adhere to when it comes to texel density. For example, if I'm completely unwrapping a prop, would 512 per meter be a good standard? (a prop that is at ground/eye level with the player).
Is it just best to ALWAYS make a high poly model, even on simple objects? (Assuming you're importing into UDK) This for example: Very simple yet, would it make that much of a difference if I had a normal map on it or not?
Is there a way to make a mesh in Blender that has a model's UV coordinates on a plane? This can have some use if, for example, I want to reshape Quake's models. With it, it would be easier to trace where the vertices are "supposed" to go.