We Are looking for colaboratos! Join the Weird Forge Studio Team Founded in December 2022, Weird Forge is an independent studio from Spain born from the ambition to create a deep strategy experience for seasoned players. We are currently immersed in the development of our first major project: a Dark Fantasy PVP Turn-Based…
Heya polycounters I've been trying to make some stuff to put on my portfolio, and I've finally succeeded in getting myself to start something. The final goal is to make a back-alley located somewhere in Japan. I'm busy blocking out the alley in UDK and I've started some work on props. These two fuse boxes are each made in…
Creating real-time clothes has always been my weakness, and I'm not sure if I have the proper workflow down for creating UV's for clothes with thickness. My current process is 1) Create a base in Marvelous Designer 2) Export out obj with thickness rendered 3) Retopo using quad-draw in Maya 4) Extrude result slightly inward…
Well ... to some extent you've pretty much answered your own question already : you get the output from Wrap, then attach it to whatever body you need it to be attached to (either by actually welding verts, or by just manipulating normals at the edges to make things visually seamless). Wrap3 doesn't "autoretopo" anything…
It would be cool if the bike wasn't a complete mirror of one half to the other. You could start with the mirror as a base and then deform parts from there. Perhaps some parts are missing or broken? You could then use the textures to emphasise these areas which would in turn make it look more like a used bike opposed to a…
"I'm wondering where to start on making my game look like this. Let's say I used more modern mixamo like models with higher polys could I just downgrade textures and put them on newer models and get some of the effect or would that look terrible?" Well, why would you want to overcomplicate things to such an extent ? You…