I don't know the exact steps of what Vailias is saying, but I do know the it can be done by creating the shapes in illustrator, then, pressing some buttons and hocus pocus, the vector shape is exported as a compatible file for maya to have imported in the scene. That's about it there. I would strongly urge just making an…
I'm considering creating a mini-game where the player has to shoot a projectile through a hole (basket). The game would use the rules of H-O-R-S-E, where the player would have to make baskets from set points in a set amount of time. Is it possible to make a game like this in UDK? I'm also curious as to what other ideas can…
@MBauer17 this is a great! I'm loving this a lot. Don't stop now. You're at 70% - this could be mind-blowing if taken to 90%+. Being smart and not spending a lot of time I think you can tweak a few things: 1. Composition Add a foreground and background to create some real depth and separation. 2. Color You don't have any…
Creating a Japanese Shrine Environment in Unreal Engine 5 by Aniket Rawat https://www.wingfox.com/c/8722_17162_17431 You will learn the whole modeling process of all the details and the ornamental style designs for the shrine in Blender. You will learn to create high-quality and realistic materials and the key features of…
This is looking cool so far! As far as moss, theres so many ways to approach it, you could try creating cards and foliage painting them, then creating a vertex paint material and paint the mossy texture underneath the cards to ground them. You could also place them yourself using MASH is maya, or you could try it in…
Hi, I have a few ZMT files that I would like to use with the SuperClayMode (http://cganimator.com/superclaymode-v1-1/) script with Max. That script uses matcap images. So I did a search for converting ZMT to image and found this article: https://blenderartists.org/t/how-do-i-extract-the-matcap-images-from-zmt-files/693612…
Hey peeps, I'm trying to improve my workflow for creating hair. I'm going for something similar to this : I've tried various approaches, but they all seem a little long-winded. Currently, the best method I've found is to create a poly hair strip and use a simple curve as a wire deformer. This works fine when the hair runs…
Hi everyone! This is my first post, and I wanted to ask for feedback and maybe even ideas for this procedural building tool I'm working on. I created a tool that can generate buildings based on a box input, this box could have extrusions if you want your building to have a different shape. You can put in your modular…
I press enter, nothing happens. How am I supposed to create a group after naming it? I tried pressing enter but I can not for the life of me imagine what else the commit hotkey could be. Fixed: Went to something other than outliner and switched it back
Hey we are looking for artists to create hand painted textures for use in UE4 and Unity. The format we are looking for is:* Base Color / Normal / Roughness/ Height / Ambient Occlusion * Resolution 2048px by 2048px ( Also work with 512*512px ) * TGA format * Tillable * Hand Painted * Mobile and PBR ready You will also need…