Hey Polycount! I decided to start a new personal project and I want to share my progress with you. I liked the concept and I decided recreate this station foyer. This environment is not big or very complicated, so I want to focus on lighting and recreating the mood of the concept. And it will be a warm-up before next a…
Hello again PolyCount, wasn't sure if I should make a seperate thread for this question but I decided to. I'm following Fanny Vergne's tileable texture tutorial for making a hand painted style stone slab (dem alliterations) on Vertex #2 and i've followed it pretty much to the letter, the only difference is that her…
I was watching the eat 3d animation DVD for Maya and thought the rig controllers - basically a circle around the centre of the bone which is larger in diameter than the mesh body/limb - was a good intuitive way to animate. How do I set this up for max? (I have max 2010) I've tried making a circular spline and linking it…
Ok, so I've got a pretty simple spline mesh with an also simple scrolling wave texture (with some vertex colors for fadeout at edges) added in. when i get a very short distance away from the objects, they fade out in chunks as you can see in the screenshots. this happens both in the viewport and when i hit play. is there…
I hope you don't mind but here are some code snippets for tools I use frequently and collected or wrote over the years. * single click turbo smooth swap (on \ off)function switch_turbosmooth obj=( for o in obj do if superclassof o == geometryClass do ( for mod in o.modifiers where classof mod == turbosmooth do( if…
I currently work as a 3D artist for video games who wants to find footing on working as a 3d miniature sculptor but I'm not sure yet where to start. My first option is to enroll on an online course like Vertex School's miniature sculpting course (https://www.vertexschool.com/Sculpting-Miniatures-Bootcamp) but this one is a…
Stylized 2D Toon Shader in Blender Learn on https://www.wingfox.com/c/8560_2670_11094 The core knowledge points of the tutorial 1) Understanding how to create a toon shader using real-time shaders in Blender's EEVEE viewport; 2) Read and understand advanced ILM texture channels and how they affect the lighting in your own…
Check you geo doesn't have double polygons i.e. one triangle laying over another one on same vertexes, unlikely in 3d max but could happen in other packages. Also make sure you don't have randomly flipped normals . Try to bake in other soft : Xnormal or Blender for example. If you have same issue it would indicate you have…
"Is there a way to create procedural curvature maps and dirt maps in UE5?" "I understand, but I do not want to use it for a real-time game, just for concept and personal stuff." What are you actually trying to do ? Your first post is asking for a way to generate these things inside UE, while your last post seems to suggest…
Thanks Campi for making it clear. I actually meant not something going across UDIMS . Roadside armco for example, where each repeating part along a road curve has its UV perfectly shifted from 0-1 to 1-2, 2-3 and so on. The way it wouldn't create gazillion unnecessary uv splits across armco body with side vertexes merged.…