This works cmds.polySoftEdge(a=0) so does this: def softnormals(*args): mel.eval('polySoftEdge;') but how would i define the angle? for example I thought this would work but it doesnt? the "def softnormals" is the button that is linking to QT so that line cant change: def softnormals(*args): mel.eval('polySoftEdge(a=180);')
Hi guys!I'm having this issue where my God Rays aren't emanating for the sun, but from another random location.Does anyone know how to fix this issue? Here is an example of what I'm getting: And this is what I would like it to look like:
Hey there, back again with a question regarding masking. In my example I have a grout and brick texture intersecting and I would like to have a mask of my grout for texture usage. I have the meshes in Zbrush and 3DSMax so methods in those software are preferred.
I'm somewhat confused on the issue but when creating game assets is it necessary to create the high poly prop first then create the lower poly assets and bake the normals, AO , and curvature map or just texture in the normals with Ddo,Substance painter,photoshop for example?
Hi, I am not good with english so, i will ask directly. What to do with very small uv island? For example, we have poligen loop, with only one pixel width. We have no place for any baking or texturing. What to do?
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I can give you an exact rundown of my day to day :) i started at counterplay about 2 months ago, and a large majority of that studio is remote and we have ppl all around the world. Usually my day goes something like this: -wake up, have my coffee, start syncing all the files/updates -go to the gym and workout - get back…
We are looking for an illustrator that can make a deck of playing cards for a game. 16 cards needs an illustration of an event on it and the rest should have possibility for some text messages. Contact us at info@heimdalgames.org, if you are interested with portfolio and normal pricing. Example of cards for inspiration for…
I would try simplifying the shader, removing nodes, and testing input variations. For example, the output of the first Multiply after Time... why is this green? I would see if you can make the output grayscale instead.
Our wiki is a good place to start. Also see this page for a very high level overview of what's important. http://wiki.polycount.com/wiki/PortfolioContents#Environment_Artist.2C_Prop_Artist Be sure to dig around for more goodies... Composition for example.