Hi @Kinaya . Great work! I have some inputs categorized. Presentation: 8/10 Your approach of creating a rendered front, flat back, and a face is more than enough for a 3D artist to determine what they're looking at to produce. If you're showcasing a character for gameplay. Facial expressions isn't that relevant. Usually,…
Yep, I'm aware of that fact/post but the issue persists in-engine, see image below. Additionally, I've never had those issues before the reformat with the handplane plugin. If the angle of the edge could be a factor, I've also baked way harsher angles without it trying to compensate with these artifacts :/ Just to make…
yeah show us it from some other angles. Also you may want to consider creating a plane and setting a side-view of the weapon as the texture, then modelling it to match the picture. This helps to get the proportions and silhouette right. (forgive me if you are already doing this but I can't tell from the pics) example of…
Have my Smoothing Groups be attached to every single UV Shell? So for example: When the Pumpgrip is Cylindrical Mapped, then i only have to mark the "Cylindrical" Part of the Pump Grip and ad a Smoothing Group to him, as example Nr.1 So 1 UV Shell, 1 Smoothing Group? Edit: @Wiki: I think i understand you, just don´t know…
I would suggest adding some color variance on your textures. For example look at your wood texture, its the same 3 colors all over. Look at the example i found below, you can see how the artist added some hints of green and yellows here and there. If you were to take a second pass on all your textures and keep this in…
yeah thats works perfectly :) I found a comparison . 15/30/60 with and without motion blur , + really bad exaggeration example https://frames-per-second.appspot.com/ ( unfortunately no example for 3d motion blur ) when im loooking at 25 fps ball moving, I would choose without motion blur at anytime , when it comes to 60…
Exactly, or games will rely on streaming, which isn't the easiest feature to implement or something you can just carelessly use as you wish. Not to mention huge sandbox games (once again using elderscrolls as an example) where they would have to pull climbing and floating from the series since big cities would have to be…
Hi Alec, you're right, position the UVs is the easy bit. I was more thinking about an automated selection process. To play around with spanning a texture across different numbers of faces quickly, to save dot looping 4 times for example if you want to span a texture across 4 faces for example. I wondered if there was a…
It would help to state the purpose for your survey, at the start of the survey. I get it's to help you write your thesis, but is your thesis going to be creating a new tool? It would also help to state where you'll be sharing the tool when completed, and maybe a link to a social site where you'll be sharing your progress…
It's uninituative as hell, but you can fix this with the built-in scale master plugin. Get your head round the idea that zbrush deals in generic units, so something that's 2 units in zbrush will import differently into different apps. For example, Max and Maya use centimetres as the default unit scale, so our 2 unit zbrush…