Well the primary reason is that I only want to slide part of the edge loop. For example, in this instance, I want to select the red part of the edge loop and slide it closer to the next loop so that there is a consistent gap between them for when it gets turbosmoothed. Edge constrain doesn't work in this situation because…
Downloaded the PC demo today. Gotta say I was a tad dissapointed . They also managed to pack both ending subtitles in simple flash format in the game content folders. Thank god I only read the first sentance. No AA/AF options, forcing does'nt seem to help. The textures are very muddy and low res, see the big daddy drill…
for example: a poly -sm 12 filterExpand will only return objects if an object is selected. If using your pSphere1.vtx[300] selection as an example... nothing will be returned if that object is not in object mode. filterExpand will return an array.. depending on your selection you may need to use the -expand "true" flag to…
looking good, couple of small crits though: you've got the right idea by bashing up the model and making it look used but imo it looks a little artificial. the ends, which i would have assumed would have taken the most damage are only ever so slightly rounded and the large dents in the sides look to have been made almost…
not sure here, for example in modo objects are cached if you freeze them (or lock them) and you can push more faces through the view port with a a smooth navigation. As soon as you unfreeze them it can slow down stuff. The same kind of is implemented in max. For example if you freeze or Xref stuff its sometimes optimized…
Of course, for example "https://www.artstation.com/artwork/B34gJ9". As you can see, the level of detail is pretty damn good, while mine using also 4k textures is not that detailed. Right now the uvs are like this, with a uniform texel density of 20 px/cm and more padding in between uvs shells to avoid bleeding.
Hi everyone! I'm aiming to become an environment artist, mainly in the film industry, but I'm also open to working in gaming as well. So far my experience has been primarily with Maya and my portfolio reflects that. Recently, I started exploring Unreal Engine and of course noticed the vast library of 3D assets and textures…
To add to what's already been said and hopefully clarify a few things: there's a number of different reasons why an artist would choose to use a triangle instead of a quad when creating an arch. The relevance of any specific answer really depends on the model's intended use and the desired outcome for the project. Looking…
Hi! I've started making my own materials in Substance Designer. I'm really loving the results so far, but I have a little problem. Let's say I have a brick wall texture for example. It's pretty easy to use it if my walls are just a flat plane - but it looks much better if the walls have extra geometry for protruding…
Hi. I'm learning 3D art and I wonder how 3D artists and their clients usually negotiate the fidelity of the assets. Let's say I'm searching for a 3D artist who will create some game assets for me. For example, I need a game-ready asset of a gun. I expect it to have some minimum level of fidelity. How would I describe this…