Current state: ---------------------------------------------------------------------------------------------------------------------------------------- Hi, I'm trying to... Even though I'm not one of THE guys I want to share my process. Mostly posting one pic and asking 'hey guuyyzzz what should I fix?' doesn't work. It…
Hello guys, i hope you will forgive me for my impatience and laziness. I think some of you can help me figure out this real quick. I use Substance Painter to make textures. I am really like how my project looks in the S Painter, but my ignorance ruins everything, and in game it's looks far from what i seen before. I don't…
Hi there! I will be showing my progress on this environment I am working on, Critiques are more than welcome! INTRODUCTION This scene is inspired by the real-world location of the temple located in Angkor Wat. The main interesting feature being ancient carvings on the stone pieces that conform the temple, overgrown by huge…
This is an issue that has plagued me ever since I first started modelling, and after seeing it rear its ugly head again, I've decided to finally tackle it seriously and hopefully put this issue to rest once and for all. A long time ago I thought Substance Painter was just bad at baking high/low normals and would manually…
I was going to say something but Eric said it much better. Still I make a small suggestion: Use a simple circle shaped ring to bake that highlighted part onto. Take that into your render engine, view it like the end user would. Then you only need to add geometry to support the silhouette (if you determine necessary). My…
Anecdote from game I am working on now -- no difference to frame rate if it's 200k tris on screen or 4 million. I'm no expert at all in the technical stuff. I just push buttons and see what happens. But I had a programmer run profiler and that helps me identify what areas to focus on. Yesterday with a forest scene in Unity…
@perna 10:47AM: New AutoGrid cutters so that you won't have to switch contexts to add primitives and convert them to cutters, and at the same time, you see the cutting result as you drag. 10:49AM: Wrap/Conform modifier, what's shown here is capturing a mesh before adding holes and using that as a projection target so that…
I agree with fenyce. This is a really tough piece of concept art. I did this one awhile back, if you care to look it's in my thread history. If you want a chance at getting this right, you have to take a longer while getting the base anatomy down. The girl in the concept art doesn't exactly conform to realistic…
topology is not there to look pretty for its own sake. its like the frame of a house -- it serves a purpose. So you got to no what it's purpose is. Will you be subdividing this mesh? Is this the game res mesh? The goal is going to inform you what to do. If you are going to subdivide and the n-gon spooks you, well why not…
A few things I regularly do in Blender but never figured out how to do in Modo Indie. Maybe someone could correct me if I am wrong 1. Face weighted (rotated) normals . There is just a button in Blender and in Modo I heard it's a 3d party script not working in Indie 2. Normal Theft , or attribute transfer . UV transfer etc.…