Things you need to do something about. Your website looks terrible with the big myspace banner, especially because it splits your work up. That's what makes it look terrible. I would make your thumbnails bigger and make your huge header a lot smaller. Your work is more important than the header. Right now it competes for…
@Prtofdacrowd: It could be a very good work indeed, I agree all the assets would have a bigger "coherence" but I really wanted to make "real game assets" for this diorama. The Next One maybe :D @Aga22: :D Funny that you said that: The first idea with my lead animator colleague was to do EXACTLY what u're saying: a little…
I’ve been working on quad remeshing workflows for animation and game assets, specifically around edge flow consistency and deformation safety. Most automatic remeshers are fine for previews, but I kept running into problems on denser meshes where diagonals and uneven flow made rigging unpredictable. Below is a before/after…
Slo mo is a pretty specific edge case but that falls under the "...as long as you don't interpolate between those values." part that can be a headache, lol. Most engines have interpolation settings, Unreal has them on anims, montages, blendspaces and I think on aim offsets. If interpolation is set to 0 the clips just play…
Hello Where do i put my specular texture in Unity? there does not seam to be a slot for the texture? The shader is a cutaway - Transparent/Cutout/Bumped Diffuse Normal Specular ? I have taken a screen shot to show you what i mean.
About the Project A browser-based 3D social platform where communities hang out in shared virtual worlds using customizable avatars. Think of it as a cozy, low-poly metaverse rendered entirely in the browser with Three.js. What We Need We're looking for a 3D environment and character artist to create: Avatar Base Model &…
I'm trying to get a quick animation of a small plume of smoke like what I have here, and I'm happy with the shape but it comes out way too blocky and low-quality on render. Here it is in maya's viewport It's got a base resolution of 55 which I understand is low, so I would assume that's what is causing it to look so…
@fredriklars thank you! I have a set of decals (with POM) planned for the terrain, I'll try to add them after painting the landscape or in next stages and see how it looks @aumramaram well it takes me a few hours up to a day tops for most complex stuff until I go to texturing since I skip high/low/baking and just model the…
Hi guys, Im in need of some help with this HUB im creating in Maya. Can you guys help me out...I cant seem to get the ploy flow right around the area which curves upwards...and its becoming less sharp along the edge as it rises. I've tried to show this in the attached JPEG. Any help would be awesome! Thanks.
Showing some slow progress, I'm not working on the access pit the the underworld level that will constitute the beginning of the game. Sorry for the low res. of these screeshots