Currently touching up a tree-house environment, done for a past old bi-monthly entry. Brought it over to Unreal. Working on increasing overall fidelity. Fleshed out the back side of the house/island some more. Updated the Artstation project with a short turnaround video: Tree House. I want to break out and polish those…
Hi! No problem using separate files for highpoly and lowpoly meshes to update them separately. When using "Quick Loader" in a Bake Project, you can add multiple files.
Hi all, I have just created a dog and I need to add a tongue and teeth. But how do I make space for it. Please look at the image. Its a closed mouth, want to open it a little and add teeth and tongue Thanks, Iki
Hey guys i have had to add this hole into my gun so i had to add geo to the base of the weapon...from doing this i have these really annoying lines which i want to get rid of. How can i get rid of these?
is there some way i can add a modifier (like bend) to an object that is instanced, without making it unique but also without adding the modifier to all the instanced objects.. when i try to add it, it gets added to all instanced objects :( using 3ds max
to get masks you can use in photoshop... set up a user channel in each texture set put a black fill layer that only writes into the user channel and that covers everything add a white fill layer that only writes into the user channel and and that only covers the geometry add the user channel to your export preset export..…
I'm a woman, so bro is inaccurate. I could use subdiv, but I don't think it would make a whole lot of difference at this resolution. I have a bad habit of getting distracted with details too soon, so I've been making a point lately of using a low resolution to force myself to focus on what I should be focusing on. Plus, as…
Hi Just a quick question regarding UV uwrapping and Smoothing Groups: we were taught to add Smoothing Groups FIRST before UV unwrapping. Is it perfectly fine to do it backwards instead? Are there any negative downsides to doing that? This is just a personal preference for me, doing it backwards, but I find it easier as I…
if you already have uv cuts, you can use hard edges for free, but you dont have to if you add hard edges because you have too much lowpoly shading going on with sharp angles, you have to add uv cuts. yes hard egdes will add to the render vertexcount in that case