Hi! I love the Witcher 3 pendant game so I decided to 3d print it. I made the base Mesh so far, but I'm really having problems with the eye socket modelling Here is what I have: Here is what I want to achieve: I made lots of things and operations (Boolean, Bezier curves, cutting some edges and vertices...) But I never have…
i cant talk about what game i working on, but the AD and owner were cool about me posting a car, cause it is just a car and its not going to spoil the game much at all. its for the psp so i only got a single 128, the majority of the escalade is textured on that 3 pixel wide gradient on the left hand side, i just colapsed…
I need to move all the vertices of a mesh to equal distances from each other. The issue being I have a mash that has really dense areas of polygons, and other areas that are very sparse. I want to get all the verts to be relatively the same distance apart. There by giving somewhat even sized polygons. Relax, smooth and…
Hello, My name is Matiss Sola I'm 3D Modeller/Texture artist. My focus : * Create game-friendly assets by building complex lighting and shading set-ups. * Create production-quality meshes with animation-ready topology. * Produce a visually richer in-game experience by using high end tools to bake complex surface and…
Hey! So i just started fooling around in FC4 and i could not help to notice the awesome vegetation they have going on. I am especially talking about the pine trees which are rich and thick instead of flat and booring as you see in most games. It looks like they made a flat plane, but added needles vertically as well which…
Hello, just started modelling this week, pretty new so I apologise in advance for any silly noob stuff. Anyway I was working with this tutorial, and everything seemed to be working fine. However whenever I try to bridge these two objects together: It returns an error message saying that the edges selected are not equal and…
Isn't the answer hidden in the question.. i dont like The measure of quality is in the eye of the beholder.. you didn't mentioned your personal (and your buddies (the people you asked)) main goal.. Optimized for almost any usage (Games or Architectural projects) + video with PC specs to rank performance Mostly around 3K or…
Doubt compression removes all that vertex data if any, how would it know it's not used at some point in a random script or BP in the middle of the game running? It should just be a way of packing and storing the data that is there so it's smaller on disk at the expense of time it takes to unpack and load it into mem, not…
In Blender the alpha hashed shader mentions this paper here, "Hashed Alpha Testing". The shader itself is this (note, GPL-licensed): https://github.com/blender/blender/blob/594f47ecd2d5367ca936cf6fc6ec8168c2b360d0/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl#L14 It's different than dithered alpha (aka…
hey, really cool project, awesome to see the learning process just adding on to what michael has said, a few tips to make modeling go a little easier: you only need edges to define the silhouette. It can help to use flat shading in the viewport so that the only thing you can see is the silhouette. Orbit around the model…