If you shove those things so insanely big in our face, get the polycount atleast reasonable high so we don't have to see hexagons disguised as circles as big as half my monitor. You have to choose if you do a portfolio mesh or a simple prop for a scene id say. I wouldnt show simple props off like this. The presentation is…
as neox just asked me about post fx stuff, the basic operation for image filtering is "convolution". basically the output for each pixel is a weighted sum of its neighbors and self. imagine 3x3 weights & offsets with the middle pixel being the one we process. different values yield different results, e.g if we do 1/9 as…
Well something from my past, still haven't bought a computer here so I have to deal with this. small progress: I did rewrite some of the classes again to clean stuff up and decided that I want to implement proper transform properties for every slice. So just like previous sketches and illustrations I actually started…
Thanks! Yeah it took me a long time, most effort just trying to figure out how to "work the paint". Looking at it now I think it is too blurry and needs more hard edges. But I got time to practice :). I'm loving artrage. And it has a fantastic demo - you can use full program with no time restriction. Just can't save or…
Yeah so some of the UV's aren't that straight which could be the reason but it is aggressive on the curving surfaces. Also it has a ton of bleed on those edges, does having them not straight really affect them that much even on 4k textures? It looks like even on the "straighter" UV's there is a ton of bleed on the edge.
Hey guys, First time post so I hope I am in the right place. I just finished up a small document with a workflow for seamless baking for multi-tile UV maps, I am currently using this for my characters, let me know if this helped or if you have any suggestions. Thanks, TRAK. Multi-Tile UV Seamless Bake Workflow This is all…
Alright this is probabbly all i will end up doing for this workshop, but i wanted to tackle the chain itself. So i started off by modeling the base shape for the.... Thing the chain wraps around. After that i extruded out to get the shape for the chain itself Now that i had the basic chain proportions, i modeled a tiling…
if you want those edges to be sharper you could bevel them, or use the crease tool in maya https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-DEB060F9-A4B1-4F73-8B4D-B18A13D0E54B
Hi all! Please check out our game we made in Unity (www.unity3d.com) We will move this game to iPhone. I can recommend Unity as a nice toolbox for small teams wanting to prototype games. http://www.eggs.se /satrio