Hello, I thought I'd get in on the tutorial scene and show my process to better demonstrate how I work. I cover the whole process from sculpting from concept art to 3D printing and as a bonus making a game ready model based on the concept. This is a tutorial in progress, so I've posted some of it here, Follow the remainder…
Hello polycount world. Hello everyone who reads the record. There are different projects. That is something to work for now. I want to start with some of my work. The works are old. But if they do not, I would not be here) And I'll make small tutorials. Which will be understood by all. I hope)) Here we go.My first model…
THE GAME AWARDS 2023: Official 4K Livestream (Monster Hunter, Blade, Baldur's Gate GOTY) https://www.youtube.com/watch?v=Zu2z5M4gmno Winners 0:00 - Best Family Game
0:21 - Innovation in Accessibility
0:43 - Best eSports Athlete
1:00 - Best eSports Coach
1:17 - Best eSports Event
1:43 - Best eSports Game
2:03 - Best eSports…
Hi! Looks cool overall! Some critiques: Much free UV space. For shapes like this that follow an axis (long), you could consider a 1:2 texture ratio. If you stick to a 1:1 ratio, I would still try to maximize the UV space. Another way to maximize UV space would be to mirror parts of the model. Appearance is rather lowpoly,…
So I have this little guy modeled and just created a quick'n dirty normal map including each object (6 in total) in 1 texture set. See 2nd image for the actual model. What I don't understand in terms of pipeline is when I import the low poly and normal in Painter and how to proceed further. To apply the normal map for each…
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…
Hey, Wondering if someone could help me with an issue I'm having exporting textures from Substance Painter (to be taken into UE4). I have my model as shown below - it has 3 texture sets (1 for the mesh, 1 for the floor and 1 for the hole under the mesh). I applied smart materials to the model in substance painter then…
Ages ago, i made a tool for Fallout 4 that is really just a frontend for xtexconv, to reduce the resolution of textures that are of a specified size. But there is an inherent quality loss when re-compressing a DDS image, like doing [b].jpeg -> reduce resolution by 50% -> save as .jpeg[/b]. Same gig with MP3 files. So I was…
Can anyone tell me why my hair particles are growing out so thick? I am using a mesh that I retopologized for the purposes of easy animation and brought the number to 22,000 polys. This particular mesh is a duplicated emitter to be hidden for the fully rigged mesh. On the previous mesh the hair grew perfectly fine, which…