1) Master one thing before moving onto other things. Mastery in multiple disciplines is a huge bonus. It often goes one of two ways: Career: Where people grow and expand their skillet often mastering new disciplines as they continue to work. That job I did for a while: Often they focus on one thing, burn out and leave.…
I simply want to smooth a model while maintaining hard edges where I choose. I can jimmy rig this by adding extra edge loops near edges, but that tends to mess up my topology and doesn't achieve clean results. I like to model in low poly, then export a subdivided mesh to ZBrush where I add detail. But if the smoothing…
I'm in a bit of a pickle here and it's getting to me. No matter how I try I simply cannot find a way to create a keyframe for each positional change utilising iterative functions such as FOR-DO loops or WHILE-DO loops. I want to change the objects position and create a keyframe and repeat the process from the value of i=1…
Hello! I'm working with several friends on a top-down vehicular combat prototype. We noticed some really weird bugs in relation to our weapons and how they behaved. Each of us has tried researching the answers, but we've come up empty. Here's what we're having trouble with: * Cant change height of firing the weapon while…
Hey all, So I wanted to see if anyone could pitch me some advice on how to go about creating a hand painted look while making use of various other maps that hand painting would normally already include (such as lighting and spec) I wanted to see what people various workflows are and how they might differ. Thanks!
Sometimes while textuing in substance painter in a heavy scene with alot of layers at high res, response time becomes very slow, ideally I would like to see a feature to partially pause realtime viewport rendering, so I can make a bunch of changes to settings and tweak values without having to wait for the viewport to…
Have to agree with @Noren , @ZacD , and @pior : both the contiguous unwrap and compound curvature of the shape are contributing to the distortion in a way that's almost unavoidable with a [tiling] texture only approach. Lot's of good advice on how to proceed with different approaches from everyone in this thread. As far as…
Hello. I'm deciphering the model structure for an old video game so I can see how my models look in the engine's hardware. The structure uses 6 bytes for a single vertex. Each vertex has 2 bytes for each axis. The vertices are as follows: the first byte takes a value of 255 to make a whole number of the second unit, while…
If you select a curve then select your face to extrude, it should follow the path. Add divisions to your extrusion for it to conform to the path. Make sure in your extrude options "selected" is bubbled under the Curve Settings. [edit] I misunderstood what you were asking for :poly142: If you are attempting to connect holes…
I think the whole texture /material side of CG is dying slowly. You can see it just here in this part of polycount lack of new posts and in modern games in general. They have same plastic look, PBR much ha-ha with generic 2x2m textures deprived of any individual traits in perfectly same looking games. Same procedural edge…