I propose Rexel Workflow when it comes to setting texel density while unwrapping. This workflow is for static images and is camera-dependent. Rexel is the final rendered pixel. Let’s say we have a scene with a vehicle model: an airplane with detailed objects and a few cameras, some distant for an overall view, but some for…
there does exist a tool for ISM splines you can find on marketplace. it can be very handy for things like rows of trees, fences, and so on. I suppose could be helpful for building city blocks but I'd expect it to be easier to hand place that sort of thing. edit: name of tool is Simple Instanced Spline Mesh by Furious…
Should we be rendering out our color maps with anti aliasing? How does dDo handles its selections in this case, as the colors end up interpolated? How does nDo bake out its selection maps? How interoperable is nDo with dDo? Any special features in this regard? Also, should we be baking out our normal maps in Unity tangents…
The point I was trying to make is that it's not laziness, it's actually difficult in itself to make a game any game work with multiple difficulties. For start, the variable in the game must be made to be adjustable in the context of gameplay. I'm not just talking about stuff like HP points and fire power rating, but…
Hi, when we speak about production ready models, what is better to use for 3d modeling of hard surface/props/weapons, maya, or max ? In other words, is it fine if i continue using 3ds max bcz i already use it for several years.
For the hand i started off with a cylinder and deleted all but the bottom face, i then shaped the circle to match the inner edges of the hand, extruded the edges and moved the the verts to match the outer lines of the hand. the next step was to extrude out the faces and shape it into the lego hand, to do this i made a side…
There are a few discussions on how to do holes (circular, polygonal) into a single quad. However, the workflow gets quite manual and requires quite a bit of planning and edge loops if you are completing the following specific objective: Repeating instances of a polygon hole into a surface that consists of multiple…
Something I have been working on for a little bit. I want to bring it in to Substance Designer and Painter for PBR practice. I am not sure how to go about the leather wrapping around the handle. I tried extracting but maybe I was being to sloppy with it and need to try again? Tried just taking my time and going over it…