Something interesting was happening to my craptacular low poly meshes with equally craptacular low res textures I'm trying to tile on them. I have a very simple rock outcropping mesh, and I exported it with a planar uvw mapping tiled x amount of times. The model was brought from .x into our inhouse 3d format and displays…
So I'm a complete newbie to Unity and most other things 3D, my current project involves a jet modelled in 3DS max which is long and takes up a lot of my UV room so even a 4k texture looks a little low resolution up close. What I'm about to ask is all hypothetical so if you have any other priorities feel free to leave this…
Hi! I'm a 3d artist/coder looking for a project for the remainder of the year. Basically I'm starting a doctorate working on some cool research projects with a AAA games company soon (around winter) and need some intermediate work. I've worked as an artist (Lightwave, Zbrush and Maya) for many years and have 1+1/2 years as…
I'm after some model planning advice. I'm new to 3DS Max and game asset / environment creation but have spent a fair bit of time reading through these forums and learning techniques. To put some things into practice I am trying to recreate a building near my home to use in the Unity Engine as part of a small reconstruction…
Hey all, so I'm working on this Asian themed village/fortress thing right now. Just blocked out the main parts of it, set up some shots I think would look good later on down the line, and set up some basic lighting. I was thinking the cool blue for outside and warm orangey glow on the inside. There's gonna be a ton of…
Problem - I want to have hard surface objects with nice bevel effect and keep low/medium poly count, while maintining fairly fast workflow. As far as I know, there are few ways to do that: 1). Make high poly, then retopo it to low/medium poly, unwrap and bake high poly on them to create normal map that gives the beveled…
Hello everyone! (Long time stalker, first time posting) So I am having some trouble with RoadKill. I have looked through the forum here and can't quite seem to find something that matches my problem. I have Dl'd the latest version of RoadKill and moved the RoadKill.mel script to the correct (or what I believe to be the…
Been trying to pinpoint the reason different sections of geometry seem to be displaying subsurface scattering in different ways across a model I've been trying to render. I want some intense SS to show up on these wing membranes, and I've had success getting it to work on other parts of the mesh. But on the wings the…
Hey guys, As someone who has transitioned into using Blender full time both professionally and for personal work. I have a few nit-picks that I'd like to share and see if anyone can offer some insight as to how to approach them effectively. When switching between selections (Vertex, edge, polygon), they aren't remembered…
Yeah, it's likely that the light distance is not high enough to hit your model, which means the scale of your mesh is probably very large. You can adjust global scale in the scene object's properties. @vertex_, adjusting scale should solve your issue as well