Hello there, I have a question regarding handpainting. For some reason the brushes in 3dcoat seem to be really choppy, they tend to only target one side when painting on strong edges, sometimes heavily bleeding over when painting inside cavities, even with a small brush. Meanwhile in blender the paint gets applied really…
@Pep_mepla Looking good :+1: Do you have any dynamic/ interactive elements planned? Started with a blockout of the corridor in Unity, using baked lighting. Possibly trying some looping level? I'll use texture sets from Polyhaven as a base. Blockout with primitives Still primitives, applied some textures from Polyhaven Next…
If there is one thing I miss after switching from Maya to Blender: I can't easily unwrap non-rectangle uv shell into it's native shape, it's always a bit off. For example, say I have a simple drawer: I try to mark seam around the front panel and unwrap: This is what I get: It's similar result for the back of drawer: AFAIK,…
Because there was a lack of tutorials showing how to properly export skeletons and animations from Blender and importing to UE4, I made one myself and posted in on YouTube. I suspect all of you would like to skip to 8m where the exporting starts. Before that I show how to export from MakeHuman, importing in Blender and me…
Xiaoling Entertainmnet is South Korea Entertainment studio and working on the 3D animation for YouTube Channel. We are challenging to creat the animation with key frame traditional way, and motion captured data. We are setting up the rendering pipe line and looking for Blender/ UE Rendering artist who has experience with…
So i tried some hours but i still don't get why some parts are stretched. This UV Layout is the raw one, unchanged by me. The only thing changed is the size that is averaged automatically by blender, but what didn't change the scale of the big parts. Those red lines in wireframe mark where blender cuts for UV Unwrapping,…
Is it possible to setup mapping so that the Z copies the mapping from the X or Y? I feel like it should be possible but can't get my head around the Math of it, I thought maybe something like the Texture Coordinates Node, Normal socket into a Separate XYZ, then somehow rotate/possibly Mix it with something so that it gets…
Hello all, I am more of a hobbyist/ programmer/modder , so I don't have a great understanding of 3D software technicals, but I have learned how to rig various models by vertex in 3Ds max. I recently had an an animator make me some animations (he used blender) and now I am trying to skin a mesh to this rig in 3Ds Max,…
I am looking for software suggestions for things in RED on my in-between solutions in my workflow pipeline. It has been nearly 3 years since I have done any work for a client, and surprisingly though my portfolio feels pretty dated, especially looking at all the cool things people are making these days, I may have a gig to…
Hi I am trying to use this workflow: https://youtu.be/Nz7oY1q470w TLDR: Basically you create your high poly and low poly as usual,but when is time to lay out your UVs, you make them more aggressively (Ignore hard edges etc) which results in less UV seams which leads to less vertex counts in game. And it all works because…