Was rooting through an backup hard drive when I came across I model that never got a texture so this was my evening, I'd love any crit you guys might have on it Max, Substance & Marmoset (I really regret modelling in the grip all those months ago, but whilst I found the exports I never found the source so I had to work…
This is an interesting idea, a side question if you don't mind: When making a multi-texture material (one that blends multiple set of diffuse/normal/RMA), it is standard practice to pack the decal(s) as individual channels in a separate texture, right? Because you need to sample it using a different UV offset and scaling,…
I want to start learning modeling for games and i am reading a book right now and I also watched all videos from Ben Mathis (loved the videos! although i am a Maya user) but i am afraid i don't have the same concept skills as he has. Do you guys know of any links where i can find some cool character concepts with images…
Don't merge the 2 sides together. There is no difference in performance if those verts aren't welded...since a renderer will split those verts anyways since there is a hard edge. Keep them seperate, and if you still get this issue, pull the underside faces away just a little bit.
hello, I would like to know as to thicken from above part of the ear. the first image I I used boolean without modifier. the second image I used modifier shell but not work I will be me please help me it is low poly
Hey guys, New to Unity and am having a small issue. If I apply a transparent material to the outer-sphere for the eye(Cornea) It moves the mesh in the game-view. It doesn't do this in the Scene view though, Any ideas? I'm stumped
Hey guys i was wondering how to do what i wrote in the title effectively like shown in this video at 5:24+ https://vimeo.com/102076943. The only way i can do it now is via extruding the face, scaling it down, subdividing it, removing the unwanted edges and then using one of Senecas scripts to make it round. Is this a…
Informative and I suppose adaptive as well? I'm curious because at the moment leveraging the KitOps addon feature, specifically it's embedded procedural PBR material system too texture raw HS geometry in order to 'previs' conceptual content, primarily via shader channels so yes I'd agree can be bit of a time sink fiddling…
Hello everyone and thanks for all the previous comments and support! Just wanted to keep you updated about Cghub We are still working on the website, here are some notes on whats going on: 1) 3d models library increased to 920K+ assets so far B) (almost 1 million!) 2) The main issue we are currently facing is website SEO…
I was hoping to get some advice on modeling a certain piece of a cylinder. I've been trying retaining edge loops and crease sets modifiers (with both turbosmooth and open subdivision) but I can't figure out how to get this to look correct. Here are some screenshots of what I've tried: These first two show the object I'm…