Some really good advice. I think you've got some poor ref, or atleast you should research the rotary part a little more. Using a modern phone that was dressed up to be an antique they are going to get some of the details wrong, if not by mistake on purpose because the function has changed. For example the number of…
This is a really good looking fur! I was already familiar with the shell technique, but yours looks particularly good due the care in adjusting each shell maps and the height map usage. I gotta say I'm itching to recreate a few steps in your breakdown using Blender geonodes to automate them. 😂 Edit: I gave the node setup a…
There are a number of areas where this could be breaking. It sounds like you've got some meshes hooked up via the quick loader, and others manually placed - this could potentially be causing problems, but it's difficult for us to reproduce without having the exact scene file that shows the problem. If you can send an…
whaddup HELO more progresion. Biggest problem im having is make the porportions look correct. Im not modeling from any blueprints just angle shots, figured it would be a decent way to help me pay attention to details. any way im not going for 100% accuracy but if you guys see any major flaws thus far please point them out!…
1) Editing the geometry after skinning is a bit tricky and here is why... Every vertex is given a number, those numbers have bone weights assigned to them, when you save the weights and load them it assumes the vert numbers are the same. When you change the geometry the vert numbers change and now you have a bunch of…
Alright I have a video uploading to explain the overall ideas that went into this material and its execution.. and video just shows the effect better. I also refined the refracting glass a bit, as I had made an error in one part. Not serious, but it makes a difference. here's a new screenshot I'll give a short detail of…
Renaissance masters traced and copied work whilst apprenticed, a relevant technique in order to train hand eye coordination and if indeed ai prompt projected reference executed by 'paint-by-numbers' then traditional training is still required to manually fill in blank space, with oils no less onto large gesso primed…
All true but it's not a rendering issue. the amount of time on the gamethread seems to be directly related to the number of loaded tiles I'm made the project workable by building HLODs, only loading a relatively small number of tiles (8x8 = 40ms) and using the show HLOD in editor toggle its significantly slower than 5.3…
Check the size of the individual model's area of lightmap being used. The model may be using a very tiny portion of the lightmap if the scale of the model is too small. Set your "Indirect Resolution" to 0.1 and your render times will speed up a lot. 20 1024 lightmaps for that scene is a lot and I would take a look at the…
Hi All, I am in the process of compiling my first modeled/sculpted/rigged charater model from 3ds Max to Source. This model is to be used as a custom "skin" to replace an existing model in a Valve Source game (L4D2) and there are a couple of little points I am confused about and would like to confirm. Node Assignment: In…