I've been banging my head against the problem for a while - it seems like it shouldn't be all that difficult, but finding a solution that fits my needs is proving a little challenging. Essentially all I want to do is spawn some particles that are spread out in random positions, move them into the shape of a 3D object then…
I'm doing Mesh and Texture cleanup work for 3d scanned people and working primarily in zbrush. The original polycount for the object provided to me is roughly sitting at 650k polygons, my final cleanup sits at 1.5million after dynamesh (The fingers and other elements are relatively close together so I don't want geometry…
I am fairly new to 3D modelling and this forum. I have an elevator car that someone else modeled that I would like to create an exterior for. I have created other 3D models but they were solid objects with no interiors like a helicopter. For some reason I struggle with creating an exterior for an object that already has an…
Version 2023.2 A new Arch primitive for creating many different types of arch shapes A new Subdivide modifier for including subdivisions anywhere in the modifier stack New multi-monitor support for loading/saving Silo's window position across multiple monitors Fixed multiple crashes related to Blend Shapes Added wireframe…
Hey guys, in Unreal Engine 5.4.4, I’m experiencing an issue where shadows that aren’t visible in the scene appear in the mirror reflection. A Rect Light coming from the window casts the chandelier’s shadow in the reflection, even though it's not visible in the actual scene. Additionally, I can’t hide the Rect Light from…
Making objects for games means the more you can optimize them the better for the level. Making artwork I take to mean designs or objects you may eventually want an optimized model from, or just need for a commercial shot and/or anything in between. Below is a pretty complex object. Its a hipoly model in zBrush and made of…
Alex is talking about what I was saying. The technicalities of the art will bog you down and hamstring you like no tomorrow. If it looks right it is. A desk and a cup can have the same texel density. This doesn't mean they have the same map size. This also gets more involved based upon which workflow you're using. I'm…
Haha, well I found the issue with the WTF parts. When you export from maya... it only exports one instance of any instanced objects, so if you open the 3d viewer in xNormal, and only show the high poly you can see what is missing. So select all of your high poly objects, and go to Modify-Convert-Instance to Object before…
The "vertex color in OBJ file" is a massive hack that Pixologic added in the last couple of years - it's not actually part of the OBJ file format specification (which is why most importers won't use it). They basically shoved the Polypaint vertex colour information into the OBJ file as comments so "standard" OBJ importers…
--> this method only makes t so the object makes a glow on other objects, it won't glow into blank space Put a Glare shader into the output slot. This will make any incandescent objects bloom. be carefull ramping the self illumination values up to high they can cause artifacts. I think your tutor was talking about humans…