lookin nice man. main problems i see is that your large scale changes arent happening at the high up camera angle youve got. the reuse becomes too noticeable. try some mixmaps to blend between different materials. Try adding some localized damage to specific areas around the ground to break up the tiling. Also, agreed with…
When an item is accepted you get an automated email (one per item even for a full set), telling you that your item will be put on the marketplace. And yup as a matter of fact I personally keep copies of all these emails and use them as proof when my local tax services ask for some kind of receipt or contract. I also keep a…
Maya does not have it the same as for example 3ds max shell modifier. In Maya you have "Thickness" attribute when you Extrude, for example, or "Local Z" which would be the same effect as Shell Modifier but just requires one click more i guess. Indeed you can super easily make exactly the same in Maya by extruding,…
Dynamesh is intended to be a basemesh creation tool. I think really you shouldn't be worried about the high polycount it creates because it doesn't have to take you all the way to the end of the sculpt. Likewise, you don't have to worry about it preserving certain details. Set the resolution as high as you need to in order…
Thanks for your help earlier, I've got this so far: fn getNumbers =( local listArray = #() fileS = openFile "C:\\numbers.txt" mode:"r" while not eof fileS do ( lineInfo = readLine fileS append listArray lineInfo ) close fileS for i in listArray.count do ( print i )) My only problem is that my last for loop doesn't work. If…
In my opinion video game addiction solves a lot of the world's problems. A bunch of people sitting in front of their computers doesn't pollute, overpopulate, or hurt anyone and teaches people to think critically from a young age relatively cheaply. My only fear is that a generation of video game players would contribute…
I'd answer if I knew what the actual problem is. It isn't apparent to me from the screen shots themselves what the problem is. I haven't used DOTA so don't know how it's methods work. FBX could be a better solution depending on what you are doing, but I've not yet used any of the Workshop tools for getting assets into…
@Ged has a fantastic list of artists you can look to for inspiration. :) That said, I work military simulation as a second full-time job (alongside the work I do for Quixel) at a local defense contractor here in Orlando, and my job is literally nothing but making vehicles, unwrapping them, and texturing them. Here's an…
@3DARTIST Great nickname, by the way! You see, I know several artists from my company, and it seems like they haven't such issues with time or money. And I'm pretty sure we have the same conditions. That's why I'm looking for the source of problem in myself. But maybe you're right! Sadly, In my country there is not…
Some crits for the materials that I hope are helpful: The edge wear is too uniform, it needs to be localized more. Right now it looks like an edge detection routine plus a noise overlay. To look natural it needs more macro variation to not be so rigid. It currently sticks to the same few pixels around every edge. The…