So one thing that really stood out to me that hasn't been commented on are the UVs. They are totally fine if you need a quick auto solution, but will be an absolute pain to work on if you have to do any serious texture work. Ideally, it's best to orient UV shells so they are horizontal or vertical, and straighten some of…
07/02/2019 When I came back to this layout ^^ I wasn't particularly fond of it. It's very flat, samey and quite a boring space but I did like the verticality created in the lower area of the level. I decided to make the environment fill a smaller space but focus more on this verticality: Already there is much more interest…
I think people are trying to help you narrow down the problem, so why are you responding so nastily? As far as I know, there is no "turn off screen tearing" checkbox in the Nvidia control panel. So you're gonna have to try some different things out. What are your vertical sync settings, this can also cause screen tearing…
love it really nice shapes...only thing that strikes me as wrong is the underwater lighting, its too bright in areas... dark wooden poles become much lighter underwater then fade off (im geussing this is a vertical gradient), could you not multiply this over the diffuse to get better lighting, if you wanted to go a step…
I'm Andrew, I've been doing a lot of behind the scenes work, but I've finally got a little something I can share with you all. I have a test animation of the vertical engines for the VTOL that I've designed for our animation. This is just to showcase how the vertical engines work. Much more will be following this over the…
Woah, thanks! This Method works best for me :) But my thanks goes to all! Gazu Edit: This was my workflow: I deleted some edges around the area where the Hole had to be, so that i have some unconnected vertices and 1 big and clean face. I created a circle and used Cut to Cut my Mesh along the circle template. Now i…
Finally! Attached the head and hands to the body. But I had a lot of trouble with the hands especially with the wrist since I couldn't have more than 8 vertices otherwise the hands wouldn't attach to the wrist without having triangles and thus had to remove the edge loops that rounded the fingers since they ended up…
High poly looks clean - good work. :D A lot of geometry on your low poly could be triangulated to lower the vertices count, unless you're keeping it in quads for some other reason? There's an edge loop running through the middle of the tyres for example that doesn't look like it's affecting the silhouette of the tyre so it…
Figure A is a false economy. Game engines don't store faces they store vertices. So you could bridge across the vertices without affecting how big your model is in memory. Also a long face like in figure A will light badly (when using vertex lighting) due to the lack of vertex splits to define shadows. I suggest you try…
OK, I tested the skin wrap modifier and now it works the way I need it. Only one problem is left, the mirror selected seems not to work properly. When I am in the Control Vertices mode I can see the green circles on the mirrored side in the position they should be, but when I click on mirror selected nothing happens. I…