I haven't read it, but from the material that I saw from it (and a simple fact that it was assembled over the years of constant updates), you probably going to see that some menus were shifted over time to different locations, or we now have new features that make some things much easier (like new Array modifier). For…
I wanted to create a convincing safety reflector material for a future project. I spent a weekend toying around with it in the latest version of Unreal. Here is a description of how retroreflectors work: https://sky-lights.org/2020/08/10/qa-how-bicycle-reflectors-work/ These reflectors are cast in transparent plastic with…
Malice Paradigm is officially initiating core asset production today for our upcoming T-rated psychological horror game, "Teratophobia." We are starting with an accelerated 14-day development cycle to build a self-contained 7-minute Game Jam Demo. Voice talent casting is already locked via Casting Call Club, and we are now…
If your favourite character is too niche and dot have stl model for print, i would be happy to make special one for you. Here is my portfolio - https://cults3d.com/@RibaKaplja Contact me on discord- kicca0427
hal - the lerp in your spec isn't actually lerp'ing anything, since the alpha is set to 1. Can just use a straight up single vector to multiply it by, no need for the lerp In the spec power, hook your grayscale spec mask into the alpha of the lerp, so that black = is one spec power range and white is the other. Values of…
Some thoughts about learning, problem solving, and feedback. Answer this question honestly when it feels like you're falling behind on a project or stuck on a particular problem: how much are you learning and how much are you getting done? Each project has it's own unique challenges. Sometimes it takes more time to learn…
Thank you for your guidance. I think I’ve got the general idea. When poles appear at corners, the corresponding arcs will be larger. Conversely, adding supporting geometry shifts the poles to other positions to achieve tighter arcs. The exact location of the poles is not critical. What matters most is whether the light and…
[ QUOTE ] The per-vertex AO is nice! It rendered the highpoly AO vertex colors to a lowpoly mesh with 2048 map in 15 secs! [/ QUOTE ] Btw, sure you use the FP16 or FP32 precission to fully-use the GPU. If you set it to CPU will use it only partially ( but sometimes is required if the graphics card cannot support floating…
Hello everyone!! I’m starting a new project. This time I’m going to work on a realistic organic prop. And to do that, I’ve decided to make a backpack. To be more specific, I’ve chosen this concept, which is from Far Cry 6. With this project, I want to improve my organic modelling skills. I hope you like it!!
So I'm fairly new to Marmoset 2.0 and I seem to be running into a problem. I've placed all my textures into my scene, but my spec maps in Marmoset appear very blown out and flat and I'm not sure why this is. Here's an example of my spec: and gloss: But this is how Marmoset reads my spec: I have read the tutorial on…