Hey guys, kind of an age old problem, but does anyone have a solution to being able to dynamesh past 7+mil verts without the model exploding? I just upgraded to 2018, but that doesn't seem to be working either. I've tried the typical uniform and scaling the mesh, but no luck. Thoughts?
hi there well im trying to find a really good one for a long contact im paying weekly for some one can create to me at least 7 hair meshes every week so if any one interesting plz pm me for more informations . thanX
hi there well im trying to find a really good one for a long contact im paying weekly for some one can create to me at least 7 hair meshes every week so if any one interesting plz pm me for more informations . thanX
Hi everyone! I'm currently looking for new freelance/contract work. Been 7 years as a freelance and also have 4 years experience in game development (Full time as environment/vehicle artist in the Uk) Please check out my new portfolio http://lundborg.zymichost.com/ Best Regards Johan
Hello everybody! I want to make a short video about the ninja minutes for 5 - 7 ... I want to show a few pictures and videos)) now working on the texture and correct the animation ... then will work on environment ... ^ __ ^ some pictures... and video... [ame] http://www.youtube.com/watch?v=oDKnEVbBjQs[/ame]
little guy i started on the flight from austraila back to the states.. took about 7 hours i think.. was also watching the horrible in flight movie bewitched.. here is the wire.. it was actually my starting mesh for my neversoft art test.. i just modified it bit in zbrush.. this is where it is now.. hope to color it..
I've a problem with exporting meshes to .3ds in max 7. When I add a custom unwrap [anything not automatically applied when the primitive is created] it splits the mesh along the uv-seam when it is imported into our game engine. Is this something that can be fixed on my side, or is the error lie in the engine being written?
The 30% cut is a relic from the days of physical sales. A 5-7% cut is enough to break even according to Tim Sweeny and Epic seems to do a lot more for consumers and developers with 12%. This obviously has been a long time coming and an intentionally rebellious and theatric act and I'm here for it.
Thanks, mate! No, I'm from Nibiru planet, we have 48 hours a day here and we don't sleep at all :D (yes, it does :( ) Actually I work only 6-7 hours per day to not overload myself because I have modelling tasks at work
thanks for advices !! I used about 2 mounths, but I've worked 7-8 hours for week. @Shrike The right image's colors are great, for the weapon, I've used the original conceptart colors, but I prefer your colors, I'll fix them. I really appreciated your advices.