Ah, you have hidden your reply well :sunglasses: Fog cards I find they can help to elevate vistas, but to my knowledge shouldn't be layered too much due to the increased cost of the pixel on screen (Overdraw). Sample Projects I would follow the path Eric suggested. I haven't tried this one, but going by its description it…
Ahh yep, I've noticed the same thing happening to my vision over the past year or two... :( I went to have my eyes tested and was told that around my age (early twenties) it's common for the lenses in your eyes to change shape, making your vision better or worse in the process. And that it's also common for the same thing…
I love you guys. Brilliant pointers here. Mark, it did cross my mind that the boards were a bit "laser" crafted haha. But didn't want to eat into the poly budget too much, hence why some parts of it look angular, but maybe 900+ polys is too little, so I might have a go at adding some details there. I love your rule about…
Yeah, I would love shader graph indeed. In fact i would so much prefer if Adobe just add SPainter brush engine to Substance designer, I would love to see node graph in Marmoset texturing tool too. Just like Mari having it and 3dcoat promised recently . In many cases the graph is easier to comprehend , read and remember…
Fundamental issues are the biggest issues, because they affect everyone. Sure Modo not having cage baking is an issue for some, but thats just it: It only affects SOME people. When very nearly your entire userbase has to use workarounds and scripts for a feature that could be implemented in a day by a single employee, and…
Hi, New to this forum so feel free to move / delete post if this is not in the right area. I have sculpted a rough anatomical body and a head. I have sculpted secondary details to the head and I'm ready to stop dynameshing and move to subdivision levels. My question is about mouth cavity for a model that is going to be…
yes i'm talking about id masks which i can later on use to definde the different texture parts. i know that there are different types of polygroups but i need to have first a lp because otherwise it won't work because the hp has no uv. to make it more precise i will use these pictures: most of the floor tiles from the hp…
@ Dimfist - The important thing to remember about card hair is it takes a really long time to do. Really high quality hair takes a month or two to make. It is a slow process... After starting on the beard I realized they are even harder than regular hair because of the amount of layering and variation. My recommendation is…
Hi! I run a small indie studio working on our first game, and we’re looking to hire an experienced 3D environment artist for a paid consultation. We’re currently stuck on defining an environment art style + production pipeline that’s eye-catching, but feasible for a small team. Our target vibe is similar to Spark Ignites…