some how face book has infect the site now? okay, no more black and green i guess? mmm idk how i feel about this, has it always been like this and i didnt notice? not a fan of the (f)book. Your place i am just a visitor. face book colors? ooph. Also i liked how i was able to see the threads i already viewed can that at…
You could simply apply the source photo to a plane, cut in the the needed topology using the Knife tool and leveraging Preserve UVs on/off ("Correct Face Atttributes" in Blender) to match details ; removing the background ; then straightening things as needed. And then of course capturing the result to get the needed…
I'm trying to use the skewmesh technique for baking normals, but I'm having trouble with the Tessellate modifier creating weird smoothing in 3ds Max 2017. These smoothing artifacts appear in the baked world space (and subsequent tangent space) normal map in Substance Designer. I have a finished, UVW Unwrapped, and Reset…
Anyone have an idea on how to fake smoke volume in 3D low poly modeling ? I'm planing to make a model wich will blend skin/smoke/drape material and the hardest thing i see coming is smoke... So i'll be very grateful if you can advice me or give me some links/tips on that method. :)
Hey fellow PolyCounters! So Game Wizards is starting 3 new STUDENT games. We are the same school that placed 2nd in the Make Something Unreal Educational category last year. My name is Nick Marks ( I am one of the teachers ) and I will be starting the thread off but letting most of my students keep it alive. We will be…
Smooth shaded meshes where all vertices are in the same smooth group just means that the vertex normals are averaged, not that they take on the averaged normal of the face. If all three vertex normals are pointing in the opposite direction of the light, the "smoothed" vertex normal will be to. It will not orient to the…
thanks for the comments everyone. mule: yeah, i dunno what i'm going to end up doing with her, but ending up with some sort of in-game asset would be cool. maybe normal mapped something or other, who knows. Toomas: as you can see from the SS2 version of her, i've put the eyes about as far apart as they are in that version.…
sweet sweet stuff, Im struggling with hair modeling yet you able to make it! keep up the good work! as for crit : her face ain't that cute. perhaps because of her long head and nose figure compared to the concept art. as you can see in concept, from front view the nose and cheek gap are quite narrow. so se cant have long…
Hi everyone, It must be so simple, however i can't figure out how to render a smooth opacity fade. I only found translucency to do it, but it doesn't render fully opaque where i would like to and seems unlit. In my case it's for dense dust in the corners of a window. How should i make it ? Thank you
So i'm working on a project thats going to have a lot of grafitti on walls, but i can't seem to get the decals right. I tried googling it and found some things about it, but when i try to set my material to Dbuffer Translucent the decals disappear completely. As you can see in the first screenshot the tag and piece decal…