My crits: -Your highpoly models seem unclean (fire hydrant), e.g. a lot of triangles and not as much quads as possible. Also the edge flow doesn't look very smooth. -The texture of the fire hydrant looks blant, i almost thought it was an untextured model with just grey material aplied. Maybe this color was on your…
I'm pretty sure this was posted at least a month ago... it's a goddamn slow robot too... and the legs are just for show really, it actually just slides along, not proper walking motion.
Hahah, the best is the announcer saying lets not see it again and then the people trying to hide the guy. Meanwhile the replay's are showing it in slow mo from every angle.. Isnt tv awesome....
Hi everybody, I have a problem regarding normal maps and shading in Houdini and in Unreal Engine when I bring my HDA. I will try to be as concise and to the point to explain the issue CONTEXT I am making a building generator tool for Unreal Engine, I have created a Houdini HDA and brought that into UE. I modeled some…
As requested from Artquest (but i hope it will be usefull to many other people) i decided to do a mini tutorial (better to call it "a bunch of tips") to explain my baking workflow. There isn't really anything more than the things that someone who bake low poly models should already know. Anyway, let's get started. Image A:…
@sacboi - just wondering when you do subd do you try and make the polys mainly square so you don't get too many flow lines which are kind of superfluous ? like here I have a lot of rectangles flowing from front to back, should i try and square them all up, so there is consistency in the mesh ? (I did this back in 2000, so…
the plain one looks great! Nice texture work. As for the snow on the second one, I would be careful as you wouldn't want to pump the snow through a normal map that would appear it was indented into the window. I would use the snow layers to build a slight gradient height map, and then normalize it with the snow textures so…
you can decimate the hi poly in zbrush using zplugins>decimation master. should be able to reduce it probably 5-10x without losing noticeable detail. in toolbag if you accidentally moved one model away from the other, you can check box for ignore transforms (so long as you hadn't froze transformations before export) also…