I agree a lot with what Raccer has said. I mean, he's seen single-handedly the explosion of AK-74Us made after he made his tutorial (which is a very good tutorial). I didn't understand why someone would just copy the tutorial pretty much 1:1 and then post it up asking for crits. That's not why the tutorial is made. I can…
The most important thing to fix is your thumbnails. What the hell are these things? All I see are techy greeble doohickeys, not inviting to click. How about this instead? Gives more clarity about the asset (I had no idea that grey thing was a gun, I expected a wall panel or something). It also looks a lot more crisp,…
edit: works now, but still takes ages to load compared to most sites (1-2 min waiting on a blank page) And when it does load, each page didnt instantly load up (after I clicked "work", I had to wait another minute for it to actually show anything) And then I clicked on one of the images and it just gives me a little black…
Not only loose jobs, but the terrorist win! Oh wait that was the old regime... Damn Obama with his smooth "save the world with hope" talk. But seriously, I think the industry is pretty solid. This is: 1 part normal seasonal post xmas rush slump made worse by drying up venture capital. 1 part the industry still adjusting to…
Hey man, the goal of this project is to create fully rigged and animation ready robot. I am not going for 1 to 1 design. Its more about that I am stuck on certain part (hands) and I cant move on. This is how my robot currently looking.
I have two objects in my scene, a line called curve1 and a circle called nurbsCircle1. I want to attach one end of curve1 line to the nurbsCircle1 shape. So that when I move the circle, one end of curve1 will always move with the circle, with the other side of curve1 always staying put. Something like this example I have…
Looks like flat geo with modeled shingles on the trim/edges. UE5.3 did add support for nanite displacement which needs r.Nanite.AllowTessellation=1 and r.Nanite.Tessellation=1 set in DefaultEngine.ini. Fortnite uses displacement baked into the models for their buildings.
That's why I'm always saying, don't only read, go ahead and just forward into texturing and it becomes much clearer. Because it's complex to describe with words but quite easy to understand with a bit of trial and error practice. Let's say you want A LOT more resolution on cylinder though. You can only scale it up so much…