Ok an N-pole shading error - (a vertex where 5 or more edges meet) which forces Blender to average face normals across different angles, causing dark spots or "pinching" artifacts when using smooth shading. And here's a few options that may resolve the problem 1. To fix the Normals and Smoothing often, shading artifacts…
Our project is looking to hire an additional, full time team member. This is a salaried position with health insurance benefits, open to anyone in the US or Canada. Our project is Architect of Ruin, a sword and sorcery colony survival game. The game is funded and has a publisher, but that relationship is not yet announced.…
Hello @tgm79 Thank you very much for your answer. That shading issue with my misunderstanding of what should be shaded flat / smooth and hard edges was indeed my main trouble. However, and I don't know what is happening, but this topic is a duplicate of this topic…
Hey guys, I have created a form (which uses Flash, Scaleform and UDK) Everything is working fine although when the user types in either 'T' or 'Y' into the text field i get the UDK prompts to search for a code along the bottom of the window. (see image 1) How do I disable this feature whilst I am inside a GFXMovie in UDK?…
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Hi everyone! My name is Luis Gabriel Gutiérrez, and I'm a Digital Matte Painter and Environment Artist with over 6 years of experience in VFX and animation. I’ve had the opportunity to work on projects such as One Piece (Live Action), Paw Patrol: The Mighty Movie, The Walking Dead, and Horizon: An American Saga. I…
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Hello :) I'm working on a new scene for my finals at Uni and I'm just having some problems when building my lighting, It's seemed to always act this way and I can never really get around it, of course building in higher quality improves but the results are still extremely taken back from preview with dynamic lights, how…
Hi! What does the mesh shading of the lowpoly look like? Is it the same on all parts using the same texture? Are the stacked shells oriented in the same direction? I would expect the final shading (normal map applied) to look off for each part that's reusing texture but that has mesh shading that's different than the part…