Negative how. Exactly the helmet does its job, it's inlaid in the way that it was meant to be inlaid. One side of the helmet is entirely blank of the skull and smooth finish, the other side is in contrast broken and reveals a skull underneath. Consider the skull HAS to be the same width as the helmet to actually work. It…
Worked on the face some more, learned a bit more about the whole zbrush sculpting workflow. It's getting there! I think the side profiles looks a bit goofy. I took a break from sculpting to block out the clothes. I used one of zbrush's female base mesh, scrapped the breasts, tweaked the proportions and got to work. Back…
Hey guys, How to increase the texture pool size in Unreal Engine 4? I tried * [/Script/Engine.RendererSettings] * r.Streaming.PoolSize=1500 but nothing happened. Cheers.
Anyone have any handy dandy scripts or information on how one might reduce a .max file size? It's currently 41 megabytes and is actually only 3 bipeds and some custom bones with the associated characters. It needs to be sent out for outsourcing today. I tried ths gc() thing and have tried all manner of other things,…
This bit of advice gets thrown out so often that I think it usually just gets misinterpreted as noise, but really its critical: FOCUS ON BIG SHAPES You might think you have an awesome thought process for building something starting with little details that add up to some big idea, and that does work, for other creative…
Try turning on "AAHalf" in the right hand side. It will make the size of your documents half as big but will smooth all jaggies out. If you don't mind increasing render time you could just double your canvas size then turn on AAHalf.
While many things you mentioned are absolutely reasonable it's not canceling the fact that smaller or otherwise bigger texel size has been used in games for years as a mean to save texture space for key areas. Characters faces and hands. Bottom sides of certain objects, cars for example. Backsides of static objects or any…
Yeah, the reasoning behind my modelling the slide grooves onto the lowpoly was that when it's seen ingame (first-person perspective) the face normals of the vertical sides of the slide will be pointing almost perpendicular to the player camera's view. Its my understanding that normalmaps work very weakly when viewed at…
check out these people who took this japanese pop singer Ayumi Hamasaki,and pimped out there ride with her as the theme, http://masamania.com/archives/2004/08/hotrod_of_ayumi.html
Urthrese: thanks for the reply but it doesn't work. the work around for this is probably right in front of my face. i'm trying to dragrect a mask but i'm also using radial symmetry. I can't hide a part of the model because it hides the side i need to work on.