Yeah Takes a week to a week and a half for weapons. The longest part is usually coming up with a design during high poly because of no concept art I asked for a tiling mask slot that gets combined with the original mask map to preserve some sharpness for console, as well as a tiling diffuse. But because of the customizable…
Whipping up some simple colors to test in-game to make sure that the texture is sharp enough. I had to include many things into the armor slot so I wasn't sure if the texture would be sharp enough or not. Although some parts aren't as sharp as I wanted, it's not much of a problem (I think). His spec looks really weird so I…
I went back and removed all the edge loops I had placed and started marking the edges I wanted as sharp, while using the edge split modifier. When that was done I set the subsurf back to catmull and put in edge loops to tighten up the edges. Everything marked as sharp while subsurf was set to catmull really curved the…
I (naively) assumed they'd done it properly Hacks like that explain why it breaks down under some circumstances edit: ok so I've had a look . Hopefully this helps with some of the weird bits The only variable they seem to be using is the builtin $sizelog2 -which is log2(pixel size of the input) == log2(512, 512) == (9, 9)…
Im working on making a modular interior kit for a warehouse that has corridors, hallways, different rooms branching from hallways etc. I can't seem to figure out the best workflow for my situation. If I have an interior room wall that shares a wall with a hallway, should those be two separate meshes or should those be one…
Hello, I'm Deepanshu Avana, a traditional and digital sculptor specializing in sculpting characters and creatures. I'd like to share some Wip images of the character I've been working on. I love the art style of the game Cyberpunk 2077. To challenge myself and improve my portrait sculpting I decided to make a female…
in blender you can mark edges as sharp (mesh -> edges -> mark sharp) and in the stack use an edge split modifier together with subsurf. that will keep the edge tack-sharp at all times though, might even export as open geometry. you can't do something like in max where you can have two turbosmooth modifiers stacked, first…
I had a flick through Inferno to see what old Dante had to say about black cherubim. There isn't a hell of a lot of info on what they actually look like - they're also called malebranche, references to shoulders 'which sharp-pointed were and high' (I guess that means they're hunched with spiked shoulders), references to…
Some things will necessarily be difficult because they are new and not released extensively to the public (AK12 world.guns.ru having the most recent info I know of). Others will be even more so as they appear to be fictional (AKU12, which from a quick google seems to be an invention of the Battlefield 4 team). I would…
Hey again. I ran into a little problem with your macro and would like to share my solution while I wait for World Machine to finally render my last modification to my terrain. It's in relation to Unity and splat maps. I found that using your shader I had a lot of trouble getting my splat maps to be sharp and accurate…