Most games and all of the major 3D packages support 2 side materials so unless your cloth has actual thickness that must be represented it's fine to not shell the geometry and just tick a box in the shader. you might want to shell something so it doesn't look like it's floating above the character but again that's a very…
In some cases, I think prefacing a discussion on who smells like what by mentioning their culture is appropriate. You are what you eat, and certain dietary trends can result in different body oders. I am by no means a racist, but I noticed while working in the college computer labs that Indian consultants almost uniformly…
@konstruct: thanks for the boost man, i love it when people get a kick outta my stuff. looking through your website i really liked your weapon work and vehicle stuff. nice and angular. keep up the good work man. so there's a bit of a story behind this guy. ren a good friend and co-worker of mine thought up this guy like…
Hi friends, I am just a beginner and recently have started exploring about making dota 2 items, I have many things in mind all information is getting mixed and confused but somehow I have sorted it out, adding particle effects has drawn my interest greatly in the subject, please can anyone tell me few things regarding this…
3dsmax has a great setup for doing particles. UE3 mimics it pretty well but has to fall short because its real time. I'd say if you can demonstrate a good command of 3dsmax's particle system/particle view you'd have no problem translating that to UE3 or any other particle system. But thats just a tiny part of being an FX…
And to answer the question about my process, Blender or ZBrush for sculpting, then Substance for texturing, RizomUV or Marmoset for UVs/bakes. The bits that kill me are: – Jumping between sculpt > bake > tweak > rebake. – Manually fixing UV shells to avoid stretching/texel issues. @AsdiusWork what’s the add-on / flow combo…
Hi there I've found startlingly little information about both 3ds Max Multi-tile/multi-uv-shell workflow and I'm having a lot of trouble getting things to work with the info I do have. I split the character I'm using into several 4K UV shells, the head is seperate for example, for greater detail during close up shots. I…
Hi polycounters. I'm a part-time game artist, former full-time game artist. I have a wide range of experience but usually get slotted into the technical artist category. The past few years I've been focusing on making asset packages for the Unity asset store. I've also built some prototypes for games using Unity and visual…
So i've always been impressed with the characters that Aleksi Briclot created for Magic The Gathering called planeswalkers. I used to play magic and so i don't know if that had something to do with it, but now is my 3d tribute to the first of those characters. Chandra Nalaar here is the description of her from the website.…
Looks like the UV's are probably screwed up which can happen using GoZ... you might want to re-unwrap the low, which shouldn't take too long given that its a cube. If you have stacked UV shells you should offset all but one piece, one tile to the right. If you bake with them all stacked on top of each other some parts will…