Yes it does. On a Editable Poly object (or within the Edit Poly modifier) you set the pivot to "use pivot point center" it will scale independent selections around their own pivot center. You can also use a edit polygons tool called "outline" to shrink each selection based on its individual boarder. Oddly if you select…
SuperSplat is a free and open source tool for inspecting, editing, optimizing and publishing 3D Gaussian Splats. It is built on web technologies and runs in the browser, so there's nothing to download or install. https://superspl.at/view?id=6d4b84d3
Nice, a new challenge! Whenever I see a chest, I have to model :sweat_smile: Probably will try to keep it simple (as always), maybe just geometry and diffuse, roughness, metallic maps. Looking forward to see what people are making. Edit: Started painting a texture atlas. Previewed on Sketchfab. Edit2: Continued with the…
Hi! This is my current WIP of the Edith model! Edith Facial Sculpt Edith Clothing Sculpt I have also been working on the larvae creature that battles Edith in the hallway before going to the stairs to the boss room. Larvae Creature
Unfortunately uploads are not allowed to reduce server's loading, as this is not a rendering farm, but only a small demo to try most interesting features. You can edit scene code and play with params. I hope that after short playing with this lab some will install his own copy, because online rendering eats my own…
A 600x600 famous photo from Nasa of the Earth. When editing, it fits the width of the post: But after posting, it's scaled small and the incorrect aspect ratio:
I think there was a similar thread with a couple of replies a few months ago, but I couldn't find it right now. Maybe someone else has a better recollection or is more successful in finding it. Edit: Found it. Not as expansive as I remembered, but maybe it will give you some additional points of view.…
^Agree. Congrats on something I've never seen, pretty neat i can see alternatives having a stronger potential, after this one has paved the way for them. AFAIK. Edit: to add more i think a junkyard scene background with a dim lighting of your choosing might've gone a longer way with presentation, your choice. With what…
Hmm. i didn't think about lerping a gloss map. Right now i have a mask texture with each channel (RGB, no alpha) being a different "material". And yes, Just lerping different constants. The exacts being 9 (grip) 20(slide/Matter shiny things) and 40(glossy metals). Just random values i pulled out of nowhere :P The plan was…
It's a case of "it depends". Here on UE5 Manny (top), the transition from soft parts to hard panels is continious, achieved with a very precise placement of loops perfectly following the transition (and therefore also dictating the ID/texturing mask, which ends up being nearly per-polygon hence very clean and robust). Yet…