Recently I've been trying out some new apps. For years, I've been using QME 3.1 Now before you all laugh, first let me state that I build models vertex by vertex. This is my prefered method, and I'm very fast at doing it. I have no apsirations of doing high poly models or scenes, just game models. I'm not looking to switch…
Heya!, I've recently been very inspired by Arc System Work's 3D anime models, their work in Guilty Gear and Dragon Ball Fighter Z is absolutely amazing and they blur the line between 3D and 2D nearly seamlessly. So I've been trying to figure out how to recreate it, but I've hit a wall in the process. I've understood…
My Specs: CPU: I9-7980XE @ 2.60GHz, 18 cores, 36 logical Ram: 32gb GDDR4 3300 speed GPU: GTX 1080ti, 11gb GDDR5 Blender version: 2.91.2 So blender runs fine until i use plugins such as boxcutter and decalmachine. I get the not responding popup for sometimes 10 minutes which defeats the purpose of buying addons to speed up…
Hello everyone. Is it possible to create a game set on an island by designing the entire island in Blender and then importing it (possibly as individual components) into Unity? Or should the island be built piece by piece in Unity? What is the best approach?
I'm a Modo artists in the process of switching over to Blender more and more. For retopology one of my often used workflows was to loosely model geometry over the taget mesh and then shrinkwrapping the selection onto the surface. I know Blender can do this with the shrinkwrap modifier but this either works on the whole…
I need to use a selection of vertices from a UV map to go up the 3ds max stack to an edit poly above so that I can then do specific vertex colors on these vertices alone. This only works on faces from the UV unwrap. If there is no way to do this in max, is there a way to do it in Blender (note: my Blender knowledge is very…
I'm getting my stuff ready for UDK and I need to make my second UV channel for lightmapping. In Blender, this was super easy to do because of the 'Lightmap Pack' UV unwrap option, which maximized texel utilization for lightmaps. Here's an illustration for those unfamiliar: (Obviously for a real lightmap I would increase…
You can start by trying a variation of "Have you tried to turn it off and on again?": Set the secondary display as main then switch back to secondary to force a full "flush" of the display order on the OS. A few days ago I experienced a similar issue after a GPU crash where my primary display started to act like secondary…
Hi everyone, I m trying to create normal map using Blender and xNormal, but I have issue with it. Below are effects of doing this using custom cage, and cage created in xNormal (result is that same): I have hard edges / edge split at every uv seam. Mesh shading is set to smooth. Custom cage and cage created in xNormal…
Hi, I'm switching from Maya to Blender, and I'm looking for some way to toggle between no Subdivision Surface and Subdivision Surface level 2 for example. In Maya you can easily press the keystroke "1" and "3" to switch between no subdivision surface and smooth preview. For what I know so far, in Blender, you can use…