Hi, When im retopoing in MODO, how do I make the ref mesh block visibility of the backfaces of the retopomesh? Like in 3D Coat, for example. In MODO, I get this result, which is fine on this little sphere, but gets out of control on bigger assets.
hey, are there any good tutorials out there for quad modelling tips. for example, how to get a strip of 2 quads into 1 strip of quads (if thats even possible) and just general strategies for tackling models. anythgin at all would probably be useful :) cheers
I'm using SP 1.7.3 at the moment. Can I bake an alpha. For example, say I want to bake a chain link fence Hi Poly to a Low Poly flat plane. I'd want the holes in the fence to be alpha'd out... Is this possible?
Hi, I've started a new personal training progect. I'm aiming to learn better prop workflow, materials and lighting in UE4. Here is my detailed blockout and reference sheet. Those references are for a stylistic example of provence design. Thanks for any critique and comment!
Hey all, I'm to blend two textures in Maya LT, for example, a brick texture and a dirt map texture. In full Maya I would use a Layered Texture node in hypershade but that node isn't present in Maya LT 2016. Any help?
Is anyone else having framerate and lag issues using a GTX 4 Series card and DX11 rendering settings. I thought my 465 would be all set for DX11, but it lags and flickers like crazy when walking through Jordan W. Bathhouse for example.
Hello I am playing around with AK47 model in the Quixel Suite and wondered in ddo how would I turn the angle of a material? As an example the wood grain in the image below I would like at a 90 degree angle.
Happy new Bi-Monthly! Nice concepts and work in progresses. @MikeKhine I think the blockout captures the concept nicely. Good job transferring the lighting/atmosphere! How are you planning to texture? Will you make use of trims? Will you add cats? Looking forward to updates. @J_East96 I think so far the blockout looks…
If you plan to make content for games, it makes sense to learn how to import and setup assets in engine at a basic level, so you can check them in a projects environment. It's common to look things up as you go, engine documentation for example.
Hi Neox.. lol Yeah i was probably too non specific. Third person AAA, but there will be close ups in cinematics. Example, Mass Effect. Genre, Sci-Fi I'm doing the sculpt retopologizing now... and that's where the question came up