I'm using a clay-strip subtraction brush in Blender, and no matter what I do, the indentation is consistently square. You can see the sort of shape I'm getting from it in the bottom-right corner of the above image. I've even loaded up a circular texture mask to try to fix it, but this seems to have no effect. Can anyone…
I have 9 characters with different body types and heights. They each have their own skeleton. The skeletons are exactly the same with bone hierarchy and names. Just different size and height/locations based on character. I created an animation and exported it to UE4, I assigned it to character #1, I noticed I can't use the…
What is the best way to export an animation that is a mix of blend shapes and skeletal animation? I am trying to animate an eyelid and using bones would be a tough task. I found some information regarding Flex Animation [1] but I don't know if it's possible to use .vta with wards and mix it with a .smd animation. Is it…
Hello all. I make rings from coins and would like to know if there is a way i can take an image of the coin into a PC and fold it with software to see a pretty close example of what the design on the coin would look like after being folded. So it would go from a flat doughnut shape into a cylinder with the top design on…
It started to seem to me that shaders codding is one of this "web things" too. For a while we had shaders done after my and other artists requests and ideas , blender nodes constructs, blending modes , what multiply/add to what and in what order and why. Which way to do proper height blend without blur involvement etc. And…
We are all so used to seeing final images that we forget how much work and planning goes into these projects. We forget that blockouts are a great way to exercise our minds and get our ideas out fast while having the ability to be non-committal. As in, no fear of throwing the project away or leaving it be. So, please share…
I always model lod02 first and bake normal map for it . Then I do projected vertex normals so lod01 works same way dx11 automatic tessellation and displacement does. Any extra vertex in lod01 gets its vertex normal interpolated and only visual position of vertex is changing, not shading. That way it still perfectly matches…
Hello! This is off to a really strong start! I have a few pointers, mainly generic things. The first thing is probably more of my personal preference, but try to present your sculpts with a blinn shader or something similar. This is mainly because a lot of shaders can hide a lot of the detail without you realising it. I…
Are you rendering in 3d studio max? You might want to try either marmoset toolbag 2 or an actual game engine like Unreal Engine 4 if you plan on having all your props come together in an environment. Foilage (at least for me) really just comes down to finding the right shapes of planes that can mimic the sort of pattern…
I spent a few years making pixel art for a couple of publishers, when I was paying my way through my teaching course. Quality 2D art is not easy! The lack of 3D underlying structure and the limited resolution and palette makes it very challenging, as anyone from the LPC threads will attest! I found that apparently "simple"…