Hello, I would like to share with you my latest project. I recreated the monastery from one of my all-time favorite games, Gothic 2, as a personal project focused on improving my trim sheet workflow. For this scene, I set myself the challenge of using a single 4K trim sheet for all major meshes — including the buildings,…
Each game is different some are impossible to import 3rd party models into. If anyone here knows we more than likely wrote a tutorial for it and it is in our tutorial section. The most "3rd party user friendly" game I can think of is UT. Epic even put out a bunch of video tutorials on the DVD version. The videos help…
You can learn about the algorithm by googling for catmull-rom smoothing and/or bicubic interpolation What's most important to understand is that the position of a vertex changes after smoothing based on the relative position of it's first and second neighbours. If you want tips on how best to structure your input mesh,…
Hey there guys I have browsed these forums a while and wanted to muster up the courage to post some work of my own lol I have worked on this project for myself roughly two weeks now which started of as a doodle to keep myself in practice I started to like the direction I was going with it,. I have got the bare base mesh…
the problem is not the model - its the material. it will not automatically refract light - you need to tell it how to fake the effect there'll be a wide variety of ways to set it up documented on the internet (all of which will make me cross )
Sounds great but I have no idea how to do it. Does Photoshop support sbsars? I tried looking it up and all I could find was a plugin that seems to be discontinued. Unfortunately not. These are UXP extensions which are only supported from CC22 onwards. Porting them to the older CEP format would require a full rewrite.
Hi! So I'm working on a medieval scene and plan to use a modular kit, but I'm not sure what the best practice for splitting up the models would be since I'm not sure how the engine (UE4) calculates materials and textures so I have a question regarding that, though I'm not quite sure how to formulate it best. 1. For the…
Hey new to modeling but wanted to get some pointers on something. I feel like I got most basic low poly modeling stuff down, but sometimes I see models that are slightly higher poly but way lower poly than something made in Zbrush or with dynatopo in Blender. Stuff like this:…
Thanks so much that's really useful to know. I am worry about Z-fighting which i have been informed about with overlapping geo. When the SM_cube in unreal touches the floor plane tiles its Z-fighting and I watched a video on youtube https://www.youtube.com/watch?v=aGysjCct_TQ and it advised to move the sm_cube down or move…
Judgement call. As a general rule, a workflow that allows you the greatest ability to make changes quickly and easily is good. You may make a really nice hydrant by sculpting in zbrush, but you can make 50 unique hydrants in half the time with a few procedural materials and mask that might still hit your target visual…