When I have a lot of objects (not attached) on the scene, Max works very slowly :/ After attach all together to one object - is pretty good. Why :/ ? Is it possible to do sthg that Max would work a little bit better with a lot of separated objects?
I just unwrap VFX-style. Chop it into as many islands as is needed to ensure the least distortion. I'll be 3D texturing it in S Painter or Mari anyway so it doesn't matter.
What can be considered as a "game-ready" asset when it comes to polycount? I know it all depends on the asset, but I want to know what you guys/girls mean about this.
An arab with this many cellphones in his trunk wouldn't even raise an eyebrow 'round here, most cellphone traders (on fleamarkets or in privately owned, often run-down stores) are turks (which count as arabs, don't they?).
Hello fellow CTs/Ts! I made this based off of an old toy I say from the mid 70s/early 80s. Unfortunately I could not find a picture of it, but I think the design is quite nice. I also took inspiration from Mach 5, the car from Speed Racer, and a few ships from Star Wars. I hope you guys enjoy it!…
Dude I have had so many problems with trees in UE5, I can give you my solutions in that engine but the leaves should cast shadows even in a cartoon setting... it looks strange to have it look like stretched polygons without any depth... you asked for feedback and I can really help you with UE5, not much on the rest.
what if we want to hand paint those textures on 3d model (not 2d uv) in some softwares like mari , not traditionally with photoshop ... in that way is it important how many seams we have ?
Hi there. I wonder if there´s a more efficient/faster way to pack UVs than doing it by hand. I´ve got an unwrap of a lowpoly gun with split UVs/smoothing groups. So far so good but there are 400+ single uv chunks that need to get packed properly. I know the Max tools, UV Master and Tex Tools but afaik there is no "1 click…
Hi all ! I'm making some new stuff for my real-time portfolio and I had the idea to realize "dioramas" (like Warhammer Golden Daemon scenes, ...) to constrain my work in a precise space and give it a pretty cool look :) There are some WIP images, followed by the final result. 01: The Plint and early test of normal mapping,…
I have four years of experience in the game industry. I specialize in characters and organic form, but I am fully competent 3D rigid body artist. I am finishing up a project and will be available for work as remote freelance artist or full-time on site artist. Portfolio: http://carimayle.com/ Email: maylecari@gmail.com