>I should probably give you something to improve on so the only thing I can see is the cooling fins on the engine at the front. They don't stick out enough for my liking and are quite thick. On a real engine they are thinner and longer to better disperse the heat, like this: - @Bostvic Yeah I think my thought process at…
Post: Hello! I’m working on Pokémon Lunacore, a fan-made Pokémon MMO set in a unique region inspired by California. The game features an original story where Team Midnight captures a corrupted Victini, a Dark/Electric-type Pokémon, to experiment on it. The experiment goes wrong, putting Victini into a deep slumber.…
I have straightened that entire UV shell. I have split the part where it is close to a 90 degree angle. I have applied smoothing groups to UV shells. I have tried adjusting the low poly to follow the high poly curve but I'm still getting these black spots where the verts happen to be. I have tried adjusting the cage. It…
Hi polyguys!! Yesterday i started my first fan art of " master sword" of the legend of zelda. I'll update the project. Keep tuned! ;) I hope you like it! ^^
You can make an emissive light animated in unreal. Of course, you need to mess around in kismet, but you can make, say, a light on a box flicker on and off. So it isn't baked.
Im making a hand rail, instead of having a large polycount with the vertical rail broken up for each clamp, I'd thought I'd do it like in real life, and make one long vertical rail and and just slide the clamps up and down to where I need them. can this approach load to problems with light baking or anything else? (then uv…
[Original Intro:] This is a good idea for both contest host and 3D craftsman/artist. I have used HP before because of the AA and the Mixed AO bakes, but there are some features of it I have not tried. I will try to make a few ideas and concepts to test out the software and it never hurts to work a little bit on some…