Does anyone know a trick to make Painter work same as Designer where height doesn't immediately produce shading until you put Height to Normal node on top of the height exactly where you need it ? Mixing height on top of baked normal map + masks adds extra complication and turns everything into utter mess. I prefer layers…
From a portfolio point of view, if you have plans to work with real-time environments and/or models (games): add asset breakdowns. These should include for example, wireframe renders, texture map renders, etc. This will help showcase that you can create production-ready models and not just good looking still renders.
Introduction Hello, I'm a huge fan of arcade type sports games, especially hockey ones. Some of my favourite hockey games are NHL 94, Mutant League Hockey, Blades of Steel and NHL Hitz 2003. Those games were really fun, as they weren't trying to go for the extreme realism of today's sports games but instead make it more…
All well and done but all this hair and accessories are hiding a lot of flows Make yourself a little test line up just heads and see if their still look ok There are also common mistakes that are shared by most of them for example: - absence of cheek bones - no underchin plane - base of nose is missing - huge forehead…
In addition, decided to spend time doing a partial quick sketch of an early production 2011 Cadillac as an example via Loop & Mesh tools alongside a HS modeller's best friend the KNIFE TOOL. Which is I think fairly indicative just how one can quite reasonably output a subd HP class A topology mesh, for free without…
Ah, thanks... So i stand corrected, Shadows and Highlights do NOT affect the whole image equally... I did not know that :-)... And i used this method for majority of my few hundred scans lol :-)... Only rarely i noticed any seam problems... ehm... :-) was lucky probably Also - Do i understand it correct, that the proper…
Wow, guys can't thank you enough for putting so much care in the answers. @poopipe I couldn't make it work with several geometries as in the example. I'm using Unwrap - Edit Uvs Mapping -Flatten - material ID checked Instead of overlapping the textures with the same material ID, they are still split into different shells:…
Here's a low-poly example that might help. https://github.khronos.org/glTF-Sample-Viewer-Release/?model=https://raw.GithubUserContent.com/KhronosGroup/glTF-Sample-Assets/main/./Models/Fox/glTF-Binary/Fox.glb
Hi, i've been busy learn and building some stuff on unreal But i have some progress here 1) Remember the fish? this is my super basic fish animation, nothing special or complex... but instead the fix stays static at least now they will have basic movement when sliding on my matinee routes to the fish tank. 2) my elevator…
Try to texture map something NURBS and you'll immediately understand. Hard surface models in particular are really evil, as you can't use the implicit parametric UV because of all the fillet and trim and other surfaces. A complex model can consist of hundreds of these and some of them are just tiny strips and such. So the…