i'm just messin' around with the most recent update...and i'm just wondering who here uses this plug-in. there seems to be sooooo much to do in it yet i never hear much about peeps mentioning it or anything.
Hey there ! A WIP post this time ^^ Cosmetics. Yep. Let's talk about them for Star Wars - Redemption. First of all don't worry, I don't plan on going in a "modern" way to incorporate everything from other universes inside the project. The goal remains consistent with Mevenn's story/character and aims just to give more…
In your sci-fi room scene, when you show your models like this one, is this the in-game asset or your highpoly? If it's your in-game assets, then it's not a "game ready" asset due to the huge amount of edges. But it's fine if it's your highpoly. I agree with the other replies that you should move to artstation instead of…
thank you guys for the info i guess i will just stick to hard surface modeling,it's not about being lazy it's just that i don't have the qualities so i thought if iam not going to design anything only model already detailed 2d references and just convert them to 3d,it wouldn't require me to know anatomy as i would be just…
Hey guys, Building my first interior scene and wondering which model configuration is best for UE4's lighting system. Examples below: 1 color = 1 mesh. In this example the meshes are separated by material (floor is separate mesh too) total mesh = 4 1 color = 1 mesh total mesh = 12 In this example the meshes have been split…
Hello! I am needing some advice on the best practices around separating texture sets. I'm modeling a character and am getting close to the surfacing stage. Is it best to separate the textures sets by material, by prop, or by texture density need? (Face v. less important area) Thank you, look forward to the feedback!
Hey, I'm making a string vest (pic 1) and was wondering if anyone could give some advice on the best way to unwrap it to get a decent amount of texture info on it when it comes to painting as it'll be seen sort of mid close up. I've added panel loops to give it thickness so its split into 3 polygroups - front/back/middle…
Anyone here work at Avalanche, or anyone know what the light rig is for Just Cause 2. I'm seeing all this indirect lighting in the game and I'd really like to know how they are getting it? I'm assuming the world is way to big to bake lightmaps on and I don't see any dxt artifacting in the lighting. At first I thought it…
I'm curious as to what peoples solution for realtime display of overlapping alphas is in Max. I've been messing with some foliage lately and have not had much luck getting anything to display very nicely in anything other than UDK, which is fine when my model is done, but whilst I'm building the model, it's not ideal. So…
Does anyone remember the best thread of all time?The Vietnamese guy presenting his golden god character over 40 pages? There even was a youtube video.Sadly I cannot find the link again any any search is helpless so far. I have told others the glory of this thread and now need to find it again. Its really important for our…