Hello Forum! I'm new here and a beginner when it comes to 3D modelling (I'm a filmmaker), but I want to broaden my horizon and get a little bit into 3D modelling, animation and game design. So I thought I would try to model a gun, get it animated and make it work in the Unreal Engine. I decided to model the DC-15s, a gun…
I UV map first all the time. Smoothing groups cause splits in the geometry. Splits mean more vertexes and therefore more memory. So in order to make sure my meshes are as optimized as possible I will do this: 1) UV model 2) setup hard edges/smoothing groups wherever there are UV splits (I always try to reduce the number of…
Hello polycount !! Here's the update of the weekend Played around with the post processing features and gave it a different look - a bit tinted from what it was before - i feel like this is better than the green-ish look. I vertex painted the walls to have some moss from the condensation of the capsules I still have two…
I started my texturing process by creating a simple concrete material broken and clean variations and doing basic vertex color blend. The texture was a bit challenging since Is on such a big surface I wanted it to be tileable on 4meters. Each time I thought things are looking good in SD once I took my textures to Unreal I…
Only to clarify: Hard or smooth highpoly doesn't matter other than that the visual change in it's surface will be transferred to your lowpoly. What matters is that within one uv shell on the lowpoly you need that entire shell to be in one smoothing group, or soft edges. The lowpoly you export to engine needs to be exactly…
It's a complex cloth simulation made in marvelous designer so i can't bake the animation to joints exept if i use a script that create a joint for each vertex and bake the animation on every joints but i tried and well its to big so maya keeps crashing ^^ the thing that works is the cache animation and i tried it in real…
I think on the first one you are wanting to use vertex weld to collapse one of those verts to the one above it, those faces are seemingly 'connected' already unless the verts aren't welded..? 2> Like EQ said. I'd do it in a flat strip then use bend modifier to make a cylinder> that way above will warp the arch parts…
This shit is like spam! Some more of to days work! Finally got the vertex blend shader to work almost like i want it. I'm planing on doing the plaster into a gray texture and just multiplying it in UDK instead. Maybe add a dirt/grime and a leaking layer in the shader. Right now I have one channel for the thorn parts and an…
Back on this! I took a break to better learn how to author and use trim textures since it's a technique I've never used before. A lot of failing haha. I've watched Alex Senechal's tutorial, which helped me immensely though - thanks, dude! Some work on the shaders. Trying to re-use as much as possible. I currently have…
Here's an update on the textures. I've just blocked in basic colours at the moment, and added a cubemap reflection to the windows to give it more of a reflective feel. I've not detailed anything except the bricks. Got a question for you guys though, would it be feasible to make all my grime/grunge simply painted on via…