Thank you!Ack, now that you point it out, it is very obvious! Do you think it could be remedied by having asymmetrical texturing, or do you think it'd be worth going back to the highpoly and shifting things around?
Hey, |*BILLY$CLINT*|, yeah I also read somewhere that UDK shouldn't be trusted much on that one, but I don't know how to check it out. Would be so kind to elaborate on those ways you mentioned? much appreciated. Hey, Rick_D, I have no trouble with you being the devils advocate:) in fact it's fun to defend your ideas. So…
"How do you make a Fuzz map ?" suggests that you already have a material/shader ready to receive a such map, and that you only need to figure out, somehow, how to create this image map. Is this actually the case ? Or, is your question more along the lines of "How do you make things look fuzzy ?"
Who are we? Hi there! We are Nyx Studios, a co-operative team of 30+ obsessed artists and tinkerers. We build original worlds and everything it takes to make them real. We’re good enough to be extremely useful and not famous enough to be extremely expensive. Whether yours is a small indie project trying to make every…
As you can clearly see form the image, this is still a work in progress. I wanted to ask you for critiques on certain points before continuing further. I do have a list of questions, but absolutely don't feel restricted by them. If you want to adress other topics feel free to do so : ) 1: Do the proportions feel correct? I…
Looking good! One thing that jumps out at me is your UDIMs seem to have a lot of overlaps. These will cause a bunch of baking errors. Or have you fixed all these already?
If you’ve shipped enough work, you’ve seen this moment: You approve a render. Someone changes one small thing. The final output doesn’t match what you signed off on. No one did anything “wrong.” But now you’re explaining differences to a client. That’s the problem we wanted to solve. The Real Issue Isn’t Quality — It’s…
Made a little game with a concept that you are all too familiar with, its all around extruding! Think Portal but instead of a Portal Gun you have a Plunger gun that extrudes any surface Made it in the 7dfps jam, you can find it here on itch.io https://tocogames.itch.io/extruder-alert
Hi! By now you probably put your plan into action. When you're generally happy with the shading achieved by the modifier, you could apply it as a starting point. Personally, I define sharp edges while checking the mesh shading, placing UV seams at the same time (unwrapping in Blender). I had another look at the model, so…