Haha - yikes! Lots of members have echoed your (albeit colourful) opinion on the new site. We have bugs to address first (we're nearly done!) then we are going to go and look at formatting changes. Font size and spacing, for example, will be something we address. We don't need another round of feedback on the site, though,…
Sure thing mang! And Diminished Self, quit hatin on the east side, we got more game studios and some damn good restaurants. No place is more yuppy than Belltown, and it's not like the douchey emo hipsters on Capitol Hill are any better. I don't get this East Side-West Side hate, both sides have their own greatness.
I'm very new to substance designer and am trying to create a hedge like material http://www.plantandflowerinfo.com/images/arboricola.jpg I've reverse engineered a substance to make the leaf, but I can't for the life of me work out how to do a circular array with having some leaves larger than the other as per the reference…
I would double the amount of sides on the cylinder, right now its looking very jagged. The detail inbetween your planks is too fine now and getting lost in the normals, you should edit your HP so those planks have softer edges, so it transfers over. Its very important to model your high for your low, and what I mean when I…
🚀 NACK — Mobile Real-World Capture Tool NACK is an offline mobile tool that transforms real-world surfaces and objects into digital data. Using only a smartphone, NACK allows you to capture textures, surface detail, depth information, and material properties — and instantly turn them into usable digital assets or analysis…
hey guys Got a question about overlapping uv's. I have seen lots of people that texture out just one side of there models and just overlap the otherside. In the picture I only have one side of the grill layed out as you can see on the normalmap. On side A i just have all the normals facing out. On side B i flipped the…
I always set "create meshes single sided" in the Preferences -> Modeling section. This means you'll never have to change settings in future. In general (in my experience anyway) you're far more likely to want single-sided meshes than double-sided, so you can just explicitly set that per mesh when you want double-sided…
Thanks, I went side view because James was saying quite a while ago I should go for a side view. I'll look into the little foot problem. I've actually worked on the legs and the torso quite a bit. It's got a good side to side, up and down, some rotations, stuff like that. I'll upload a front view as well soon. Thanks,…
ya, looks concave to me as well. i think its the shadows around the nose actually. yes, the right side is darker, but the left side is dark as well, when thats the side the light is coming from. dark shadows on both sides push the nose back into the face. i really like the colouring in the eyes thou. you did a pretty good…
@B_P_L Might be a silly question but have you tried making the light brighter!? -if you take the light further away then it will need to be brighter to give the same volumetric effect -esp if you have the inverse square falloff on. Failing that maybe try increasing the lights volumetric scattering intensity. @Obscura…