I've seen various posts where a similar issue is caused by thin meshes, which I don't think is the issue here. I've made a head model from scratch and have been using dynamesh from the beginning. It's recalculated fine every time until now: When all of these 'bullet holes' have appeared. Their direction appears to start in…
I recently spoke to someone who said that they had to make all their VFX's with 3d meshes instead of billboards, because billboards (in UE4) just didn't work in VR. Now after this conversation I was thinking to myself is that just a bug or is "camera facing billboards" intrinsicly unsuitible for stereoscopic/VR? a) Just a…
I was told by an artist peer that I should post my stuffs here. So just a bit of a background information about this thread. I want to switch from being a 2D to a 3D artist, I have very little knowledge about 3D and i need you guys to lead me to the right path of making a model that is usable for video game. I will keep…
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Hi Quixel users and everyone else! I wonder if there are any recommendation regarding how an AO map should look like to be optimally used DDO and a workflow how to create those. Currently I'm doing the following: 1. make AO from high to low poly in Blender 2. add details to normal map with NDO 3. a) convert edited normal…
So I have an asset (spaceship) which i textured using substance painter, and thus has a color, roughness, and metalness texture. I need to render it in cinema 4d as part of animation I am pretty damn happy with the way that I have it looking within the SP realtime viewport, but everything totally falls to pieces as soon as…
Trees! I've made a small set of birch trees I can use to dot around the scene and add a bit to the variation, giving a sparse sub-arctic atmosphere. The main trunk meshes were made in Treeit and I put together a branch atlas using Megascans twigs and photoshop for baking. For these I decided to use a simple B/W vertex…
Hey! From my view (coming from games) the approach seems a bit convoluted. I would probably go in one of the following directions to get a model with nice shading: A) Mid-poly, shading by geometry (e.g. bevels + face-weighted normals). Seems you already started going down this path. Process the sharp edges that bother you.…
There's nothing 'small' about a renaming upk/assets issue in unreal. It's one of most black-magicy parts of the engine :( But here's some tips I've found to be helpful: -be sure you ALWAYS rename/move the assets in the content browser, via the right click menu--this is weird that it doesn't propagate references for you…
Well here's the method I use for mass producing spec maps. For single stuff that I want to show off or for portfolio work, or if it was for an FPS game, I'd take a longer time. But if I need to mass produce a bunch of them I use my quick method. Step 1: keep my diffuse in layers. Step 2: grab each layer, go to…