Hello everyone! My name is David, I am an avid Blender user and a soon-to-be Games Design student. I have done a series of tests to see what is the easiest way to set up smoothing in Blender and how to correctly export that smoothing information in FBX format for later use in Unreal Engine 4. I would like to share the…
There's a spline option in the unwrap. you need to generate a new spline from your mesh though. Maybe with the pelt ? textools has some useful tools too http://www.renderhjs.net/textools/ Now the dirty way i do it quickly : planar mapping select one uv edge loop break relax select one horizontal uv egde, ring+loop, align…
well, i read it that you should use hard edges instead of having the normal map do the work for that, so you have a real hard edge in the model, i guess it runs in conjunction with number 1. i got that info btw from a pc thread on normal maps. seemed to the standard work that is suggested to folks when they have questions…
Dude! That game looks sweet! Will it be playable to the public? Nice work. I dig the styles... and quirkiness you inject at times is fun! Indeed... i was gonna say finish the space bug... and you did! Like it. edit... Maybe you can get a bit darker in the folds e.g. under edges round the metal plates, make the spec pop…
Hey, looking good! I think the some surfaces are starting too look a bit busy (e.g. stone wall) partly due to exaggerated shading of the surfaces (displaced mesh + normal map?), which swallows some of the primary shapes (undefined edges). Transferring the normals from the original shape to displaced mesh could help to…
Here's a script "UV borders to hard edges". The algorithm is quite simple: 1) Select UV borders (used part of Renderhjs' script for Roadkill uwrapping) 2) Convert UV edges selection to EditPoly edges selection (Max is a real pain in the ass!) - my part of the script 3) Make smoothing groups in hard edges style (used script…
About: This is a collection of intuitive, context sensitive tools to improve productivity that I did to improve my workflow as I transitioned into Blender. They are designed to be used as hotkeys, removing the amount of interaction with the menus and allowing for a less interrupted modeling experience. This is the first…
Editable Poly is your friend. Avoid Editable Mesh, which is just legacy code. Within Editable Poly: Cut tool: Is Max's equivalent of Split Polygon. It will snap to neighboring vertices or edges as you use it, or you can cut free-form right in the middle of a polygon with no snapping to edges. Connect tool: Allows you to…
This is looking nice so far! I think it's lacking a bit in lighting and composition. You could add some drama with backlighting from the sun, which would really show off those colored caustics. A little DOF would be nice too. Also the boardgame edge is perfectly straight and even, as is the paper under it. Real world items…
hey, really cool project, awesome to see the learning process just adding on to what michael has said, a few tips to make modeling go a little easier: you only need edges to define the silhouette. It can help to use flat shading in the viewport so that the only thing you can see is the silhouette. Orbit around the model…