Hello, I just registered here because I have created a material in unreal to hide texture repetition some time ago and shared it on the unreal forum(along with a sample project on GitHub). It's inspired by the stochastic texturing idea but uses a heightmap instead to create the final output. It triples the number of…
Your stuff on artstation looks to be too low poly in the wrong places, except the first weapon plate. I guess that was the last one you made. There is a lot of work that goes into creating a finished product and loosing your puff is something all of us know too well. The second handgun looks good but there are problems…
Update 1: Got a temporary graphics card (GTX 1660 from the shelf of the store, a Turing card, so same drivers are working) to keep using my PC while waiting for RMA getting dealt with my RTX 2080 Ti, and eventually, get a new card.
It depends on polygon budget and intended texture size. Floaters produce wasted texture space on the part of the face they cover, but those handle spikes are so small that you'd be better off having them detached. The head spikes are bigger and aren't using nearly as much geometry as the handle spikes, and I assume a 1600…
Processor is AMD Ryzen 5 1600 Six-Core processor. Overlapping shells is cards for a fluffy bush... maybe several hundred stacked shells. I always had this issue working with hair cards as well. No construction history at all.
32bit dispmaps do that out of the box. Black is zero and negative values push inside. If you use 8 or 16bit you could move the center with "zero value". https://docs.arnoldrenderer.com/display/A5AFMUG/Displacement?desktop=true¯oName=multiexcerpt-include
Is this hand scanner somehow more advanced than previous models or is the thread just about the class of devices as opposed to camera based setups? I recall we were looking into hand scanners several years ago for doing character work. Can't remember the name of the device anymore but the price was around 15k USD. It can…
Hi @Ubuska wanted to let you know that you're current addon setup doesn't properly import its references This is the very first position where it fails: Traceback (most recent call last): File "L:\portableApps\_art\3d\blender\blender-2.80-windows64\2.80\scripts\modules\addon_utils.py", line 351, in enable mod =…
Yep. 3dsmax is pretty janky for projecting decals. There are some scripts that attempt to do it in different ways but it's all pretty messy. Decals with out of the box tools: https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/screencast/Main/Details/f5ba584e-a450-4165-a08f-26069850c2c7.html TurboTools…
Thanks. I didn't use an specific guide, but this one here has some interesting info/guide you can follow. https://polycount.com/discussion/168610/proboolean-dynamesh-hardsurface-workflow-tutorial/p1 Other then that. I would say start with a simple cube in your 3d software and create some intresting shapes from it. Export…