Hey everyone, I know this is unlikely a new topic here but I really could do with some advice. First things first of course is my portfolio: https://www.artstation.com/jordanch So I studied Game Art and graduated back in 2015 but unfortunately had an absentee course leader/lecturer who taught us little and just gave us…
I’ve had an interest in 3D for a long time but only recently took the plunge. After taking some courses, I dedicated the last 4 months to one big project: recreating and tweaking a kitchen environment I found online. My Workflow: * Modeling: Blender * Texturing: Substance Painter & Illustrator * Rendering: Unreal Engine…
Sometimes companies will release technical information through talks/lectures at GDC. Have you checked the GDC archives for any talks by the devs? Sometimes others will have had the same inspiration or idea as you and will have released their work on youtube, this site, substack, or Artstation. Have you searched to see…
Oh. For character kitbashing, it's usually easy to have a folder structure and naming like: Hat Head Hair Accessories UBody (Upper Body) LBody (Lower Body) Feet And then at burn or build (or somewhere in the process I'm unfamiliar with) it will just breakup and distribute each texture pack into any arbitrary texture pack…
Welcome one and all to Polycount! One recent addition is a Help button, which is up in the top menu under MOAR. That Help link goes directly to the first page of this thread, which contains a bunch of useful info for users new and old. We hope this helps (har har)!
I was gonna say Cheaper By The Dozen, but I couldn't remember the name. Steve Martin sounds like a good enough guess If it's not that then I'd have to guess The Cat In The Hat.
That reminds me of a classmate I had who hated me because I had a French name and suspected me of being French , even though I'm German , he always thought he was offending me with some anti-French stuff. I had no idea what was going on , it was too ridiculous to comprehend.
Mirai did have soft selection, yes. You had to define its radius by selecting elements on the mesh and it was pretty fancy from what I remember. Surface- or volume-based depending on your choice, lockable too - I think. 3ds max gained these features over time. Maya had its soft selection tools revamped at some point, not…