I think one of the main atributes which seperate computer-games from other kinds of media is the interactivity. No matter what kind of game you play, you always have choices to take and interactions available. For the field of story-telling I'm missing the fact, that my interactions in the virtual world really reflect on…
I have to say the biggest thing as a community I ever see as far as getting people to budge/ work together has been hard competition. As pixelmasher said On the opposite side of the coin we see alot of artist who act like they dont know there bad ass, post a few beauty renders, and then every kid from hobbiest to AI post…
Aaaah, feck it. EDIT: OK, so this is the question I have now, why don't people create the correct tangent 'bakers' for their software before releasing it? It doesn't make sense, atleast make the information easy to access so people know. I just found out today thanks to EQ that UDK is NOT synched with anything except Max's…
So I took a look at your substance. From my perspective it seems that your are a bit confused by the resolution system of Designer. It seems you want to output textures at 4K, but Designer works in your ram to be efficient. When I opened you graph my computer consumed a total amount of 15gb of ram. This can result is some…
The more you ground your stylization in reality, the less problematic a lot of the design will be. Just to take one element as an example, the shoulder: https://m.media-amazon.com/images/I/61wj3JqLo7L._AC_SL1500_.jpg To make something stylized, you should thoroughly understand how the real thing is constructed, then you…
I'm glad you find it useful. There's a lot of scripts, shaders, lighting, LODs and Unity settings all working together so it's a challenge to explain it all clearly. To qualify everything I write: I'm not an engineer and I don't pretend to be. I work closely with them, I do a lot of scripting but I stay out of their code.…
I don't see seams on lowpoly mesh, it looks like that in Blender viewport for example: Maya and Blender have some smoothing settings for UVs, but in Zbrush I am not sure how can it be. For example I have a highpoly and lowpoly meshes, and I do "projectALL" LP on HP or just copy+paste UVs in UVmaster zplugin if necessary. I…
How are you unwrapping hands? I'm now unwrapping hands now for many many years but still I'm every time unsure how to handle them. Most of the time I cut around the thumb and alongside the side of the fingers until i reach the little finger. Then relax and fin. (I'm just posting here images I found on the internetzz bc I…
Your rig pose and skin pose can be different, they don't need to match. So you can rig in a T but once the rigging is done you can deform it into the A-Pose and skin your mesh. sometimes it is easier to model in an T-pose too, but after the hands and arms are done deform it into a A pose so you can work on the shoulders.…
Hello. I've been modelling for a while and can create all sorts of stuff. Like these for example: Yet, I'm still struggling with some shapes to create clean topology that won't result in pinching or distortions. It just doesn't "click" with me. When I watch tutorials explaining topology, it all makes sense. But when…