Hi guys, I'm creating a modular piece, so I want to know if this baluster should be made directly on the entire model, or should I make it separately and then duplicate it in the Engine?
My intention is not simply to criticize the game industry or to repeat the structural problems that all of us already know and struggle with. I don't want to be misunderstood. In fact, it is not even a sector that I am deeply involved in or closely follow.However, there is something I have noticed. More and more people…
Why this command is giving me an error (// Error: Line 2.46: Syntax error) string $selObjs[] = ls -sl; for( $obj in $selObjs ) group -name ( $obj + “_Ctrl” ) $obj;
I know that quads are better, but this is faster than hand retopology? This is part of a piece that I plan on using in my portfolio so I want to ask if it will be an acceptable thing to show in my portfolio. (Texture is not final).
Hello masters. I'm using material with Parallax Occlusion along with TextureCoordinate, however the base height value for the Parallax node is a TextureObject and doesnt have a UV input, so cant change the tile of it. Any suggestion ??
Hi Guys, This is my first full animation start to finish including modeling, rigging and everything else. https://www.youtube.com/watch?v=eAxS5WyIwR8 Tell me what you think.