I subscribe to the old-school of webdesign. If you can't create a page with a text editor, you aren't ready to do it commercially. Programs like Dreamweaver and its ilk can be useful. But at the end of the day webpages always come down to code. If you can't write code, you shouldn't be in web design. Oh, you can design the…
MoP...there is a very simple solution to your problem. Set the entire model to 1 smoothing group. I didn't see the problem at first when looking over what you guys were discussing because I thought it was common knowledge that when working with a normal map, the entire model should only have 1 smoothing group. Why is this…
12. Low Poly - UV Mapping The process of UV Mapping prepares your model for baking and texturing. Doing a good job here will improve the potential quality of your textures and make the texturing process easier. There are a few things to consider when making a texture map. Youll want to prioritize texture space for focal…
Are you kidding? The reason is that art looks better being based off of practical elements like real world historical armour or swords is because it lends to the suspension of disbelief and makes the art more believable thus invoking a stronger connection to the target audience. It simply looks bad. Had any effort at all…
One thing that will help is if you set the leaves to display as bounding boxes instead of full geometry (Select leaves, right click, Object Properties, check on "Display as Box". You can also set the Display node back to ticks, but even that can start to chug max. You can also set the "Visible %" in the display node to…
First one is overall muddy and seems to try to aim for a scary mask person on Halloween. The idea is sensed, but the execution needs to be cleaned up, which can be solved with more planning, care, and attention to the sculpt. The second one I get that you're trying to make a bust, but can't tell what makes your idea cool…
This is some solid work. My biggest piece of feedback would be timing. Right now it feels very stagnant with each element roughly lasting the same amount of time. I would try to add some variance in the lengths of time the warm up, muzzle flash, projectile, and impact live for. Perhaps you could make the warm up have a bit…
for o in #($spine1,$spine2,$spine3) do ( local ctrl = Circle radius:20 isSelected:off name:("ctrl"+o.name) ctrl.pivot = [0,0,-5] ctrl.pos = o.transform.pos o.rotation.controller = orientation_constraint() o.rotation.controller.appendTarget ctrl 50 o.rotation.controller.relative = true ) you do not need to use ' ' after $…
So I think the main issue that it would cause it to update every other render is because of scope. You have the script in global scope. The variable be is used in the function, but defined after it. There were a few other issues. I chopped it up and came up with this, it outputs an updated bitmap to disk every time: ( bp =…
Hi everyone, I've finished the modelling, I'm going to unfold the UV, then I'm going to give some movement to some elements like the strap and the protective covers. For the texture, I'm going to work in unlit with only an albedo map for a handpaint style. This will be a first for me, if you have any advice I'd love to…