Oblong eyes aren't a problem (in rendered projects) there are quite a few ways to handle them, it happens all the time in film and tv shows. The tricky part is making it realtime ready. Once you throw that technical constraint into the mix, most of those methods go right out the window and what you're left with isn't very…
For some reason when it's rotated the roof behaves fine, but flat it does this. I thought perhaps it was the high Sun but it does it whatever angle it's placed at around the UE4 Z axis.
I dont think zB will quadify your mesh on import. You can however do that operation yourself by making a copy (duplicate) subtool and then running zremesher on it. There are a number of sliders associated with the tool and if you check it out on youtube there are also a couple of different algorithms you can try out to see…
Your question should be posted here: https://polycount.com/categories/technical-talk and there is no image in your post above. There is no profile on your lowpoly. Just like you have followed the shape at the base you have to follow the shape of the handle. For baking your lowpoly has to follow the form of the hipoly as…
I meant Repetition X and Repetition Y in layers properties. Still need a shot? And yes, in engine I could scale anything in floats but it doesn't solve the issue really. I need a texture matching certain physical scale . A wall 2 meters height for example with texture repeating along the wall U axis and not repeating in V…
I just tried the demo for a few hours. I used the manual, but didn't watch any videos. I've been animating in 3D for 20 years now, and workflows have remained largely unchanged. So I'm always on the lookout for the "Zbrush of Animation". There are all the cons I bumped into while trying it out: I've got 3 4K monitors, but…
Just released this: https://gumroad.com/l/SoNDR It was specifically made due to the questions raised by this thread. The projection plane is created first from selected objects/verts/edges/faces, and then you can select whatever you want to project to it on one or more axis. I'll record a video demonstration later, but let…
no i did not finish :/ learnt a great deal though :) Got some great help and critical advice from Drew Robertson. The head of cg at axis Glasgow. He was kind enough to give me a few huge pointers! Thanks Drew
Hey Austin, I'll go through your portfolio and let you know my train of thought! 1) Cannon: Looks neat. The rope couple use a lot of work in the texture department. Probably would be a good idea to straighten the UV of the rope and increase tiling on the rope material in Substance. Try having your rendered wireframe quads,…