I have to say the biggest thing as a community I ever see as far as getting people to budge/ work together has been hard competition. As pixelmasher said On the opposite side of the coin we see alot of artist who act like they dont know there bad ass, post a few beauty renders, and then every kid from hobbiest to AI post…
So I took a look at your substance. From my perspective it seems that your are a bit confused by the resolution system of Designer. It seems you want to output textures at 4K, but Designer works in your ram to be efficient. When I opened you graph my computer consumed a total amount of 15gb of ram. This can result is some…
I'm glad you find it useful. There's a lot of scripts, shaders, lighting, LODs and Unity settings all working together so it's a challenge to explain it all clearly. To qualify everything I write: I'm not an engineer and I don't pretend to be. I work closely with them, I do a lot of scripting but I stay out of their code.…
How are you unwrapping hands? I'm now unwrapping hands now for many many years but still I'm every time unsure how to handle them. Most of the time I cut around the thumb and alongside the side of the fingers until i reach the little finger. Then relax and fin. (I'm just posting here images I found on the internetzz bc I…
Your rig pose and skin pose can be different, they don't need to match. So you can rig in a T but once the rigging is done you can deform it into the A-Pose and skin your mesh. sometimes it is easier to model in an T-pose too, but after the hands and arms are done deform it into a A pose so you can work on the shoulders.…
Hello. I've been modelling for a while and can create all sorts of stuff. Like these for example: Yet, I'm still struggling with some shapes to create clean topology that won't result in pinching or distortions. It just doesn't "click" with me. When I watch tutorials explaining topology, it all makes sense. But when…
I'd argue there is actually a fairly simple rule of thumb when it comes to normal map vs geometry - which is that if it contributes to silhouette you should be using geometry to represent it. This is heavily context dependent - but it's a robust rule there are of course other reasons to have geometry. one thing I will add…
Hey guys, I have a question. It´s been here couple of times, but never with an example. I´ve bumped into this and I´d like to know what are the hipoly source models worth? I mean, usually when you make lowpoly and maps, you´re done. you get paid for lowpoly and maps. In my opinion hipoly source models are quite different…
Hi there! I have been looking everywhere for the best way to rig the ears of characters with big pointy ears, such as canines like wolves, coyotes, foxes and spitz type dogs, or various other fantasy creatures. Every example I have found so far is just a basic single FK chain going up the middle of the ear. The problem I…
Hi people, iam studying anatomy like a monster. Position, origin, name, insertion and so forth. But i have a bit of a problem with proportion and anatomy on REALLY slim or petite girls. Most examples and so forth talk about your average girls. Normal "strong" womaney legs (for example). But let's say you got a japanese…