Hey, I'm a 3D Modeler just like you, just trying to make it. You wanna talk shop? I can talk shop! my Skype is ValiantDan my webpage is www.DanielTritton.com my Email is ValiantDan@gmail.com If there is anybody out there, and feeling free to say hey man what's going on? What's your Style, what's your swag dude!?!?! Swag?…
Your welcome, just adding in more, since i took advantage of the Cold climate and decided it was a perfect time to play with temps and settings to sort out my own issues below is an explanation with possible solutions to issues. I saw a gpu repairer/upgrader on youtube brought up gpu issues and says a lot of users seem to…
Hey Vlad, this tower environment is really coming together, got a few crits for ya that'll hopefully help it come together even betta :) - Use less black in your textures. Right now you're getting a lot of black in the scene overall, even though it's on top of a tower outside, where there's light coming from almost every…
@Eric Chadwick Fair point, currently the collision has not affected the monster moving through doors with the exception of the capsule collider being too tall. So I make it technically crouch by halving the capsule collider when a low ceiling is detected, along with an additive animation that makes the monster bend down…
Historical maille has alternating sets of riveted or soldered links and closed links, that might get some more visual variety to your chainmail if you have the texel density for details this small, could also end up being too much visual noise. On the northern armor I'd make that belt tighter so it compresses the chainmail…
Socketting could work very well thanks guys. In essence i suppose it could work like this: I'm favoring my 2nd idea of how to swap the parts in and out so that'll be what i think i'll be doing for it, and intergrate that with sockets. I.e. possibly have the arm end at the elbow joint, with the elbow joint being…
Your metal is too bright, your spec seems wrong (tires aren't that shiny) and your presentation is a bit weird (it implies the textures are all the same size as each other). I'd also say 5 maps seems like way too many, if you have a normal, spec and diff for each one that's 15 maps in total, even more if you make a gloss…
Hello ! Always loving the JuniorSenior avatar :) Along the lines of the suggestions from the Great Eric, and considering that the goal is an actual game asset for UE, then simply start by modeling a first version of the final polygon game asset of the tent at rest. Garment making tools may be useful to an extent since they…
Pretty much, from what I understand physically based rendering is more of a concept than any specific hard set of rules. So, depending on who exactly is writing the shaders and their interpenetration of what is physically accurate (no game engine is really physically accurate, unless you have raytraced…
SLAG! So I've snagged myself on a topology barb and I can't seem to wrap my head around a solution: I am currently modeling the nozzle of a liquid soap dispenser, and the shape isn't even that complex, but I can't seem to figure out what a clean topology solution would look like, Here's a photo of the Nozzle: That section…