I decided to put together a simple scene based off the rowhouses in Junji Ito's Uzumaki. My intention is to use this to get better at producing buildings (which I felt sorely lacked in my last project), as well as dip my toes into foliage production. Alongside this it will be a day scene, as I find I also - quite literally…
Hi guys, so im in the early stages of creating an animation short. Would love some feedback from you all, this maybe a little different to stuff on here... if this forum isn't suitable then I would appreciate some advice on where to post it! :D So this is the main concept, its about a cave man painted on a rock face and…
IMHO an insightful wip thread for trims, decals and modular elements, even as a partially switched on modeler I'd learnt a bit so maybe something in there that'll help, as well - ComEng V-Set Train
I broke down Syndra's outfit into a few areas — clothing, floaty elements, and crown. Since the crown is the most important part, I'm going to tackle it last, to make sure I can spend a sufficient amount of time on it, while still not having to rush the other areas. 1. Clothing. One issue I tend to have trouble with when…
Is it possible to hide at the element level? I'm rigging a character that has lots of different elements in the same mesh so it's uber hard to skin paint. Thanks!
In my opinion just using a trim sheet would make it more involved to push the assets uniqueness and be a bit overkill if not re-used for other assets as well. I think in order to optimize UV space for this object, one could add some tiling strips for long/tiling parts (tires, beams, frame) as well as re-useable islands for…
The hardsurfacec elements are really looking nice. Not sure the overall appeal of the character's proportions is as effective as the hardsurface modeling elements.
Hey hey everyone! =) I’m running into a pretty specific issue, and I’m wondering if anyone here has faced something similar or might have an idea on how to fix it. Setup - Engine version: custom Unreal Engine 4.27 branch based on the Oculus branch - Project: VR (PC, not mobile) - Renderer: Forward Renderer - Antialiasing:…