You're best off reading the docs World partition is designed primarily for handling large worlds (several km across) in games. You probably don't need it if you're planning to render out sequences but you may find it convenient to organise your work with the tools it provides. Personally, probably wouldn't bother
Vib ribbon is incredible. It's totally hard to find now but you can find the rom online rahter easily, and a modded PS2 will play it just fine (unlike emulators). Guess what, I played it on a friends HDTV and it still looked great, didn't aged at all. Lesson learned!
I've come across a strange issue with elements on meshes..... I was playing around with my own face detach routine as you do :) It all works fine and as expected but it seems max has "pre-cached" the faces that make up each element for the purposes of speeding up subobject element selection so after the detach when you use…
💬Hello, I'd like to keep things brief if I can but I think a bit of elaboration might be helpful. Here are my Portfolio sites: https://www.deviantart.com/robotelixa https://www.artstation.com/robot-elixa That being said, I have been a Hobbyist Artist developing over the past 7 years or so, I have never had art classes or…
Ubisoft did have a scan to work from, it is far more challenging to work from scratch and I do understand your perspective. It is a fine balance between deciding to go with what available and having the skill to modify it to what you want it to be. Or regardless of skill or vision, releasing a version that polarises…
Sure is all tris under the hood. But for modeling and a clean topology you might want to have quads. Edgeloop tools simply stops at a tri. And sds'ing a tri can lead to a pole, which you might want to avoid. So it can make sense to model away a tri. Here two solutions to get rid of the tri at this place. But keep in mind…
Hey this looks really cool so far, surprised you haven't had any comments yet. For me, overall it's great. But there's a lot of fine micro-detail in your textures, which makes it a bit busy overall for the eyes. It's looking a bit like the whole cliff is made of mud or dirt, from all that high-frequency detail. And there's…
Hey everyone! I've been working on some animated foliage for UE5, check it out and let me know what you think! Youtube links Grass: https://www.youtube.com/watch?v=m05HyOykfzE Flowers & mixed foliage: https://www.youtube.com/watch?v=d3DQBfDPKNw Available at Gumroad: https://yotomocg.gumroad.com/l/edciy Cheers!
Hey guys, I am currently working on my own controller wich is working with a Vive Tracker 2.0. I got 3 Buttons in total hoocked to my Vive Controller. But I can't seem to get the button inputs to work properly. The tracker itself is wired correctly to the buttons, since the inputs are displayed in the "Test Controller"…
Few question that I'm not sure regarding texture optimization, I don't know where to begin so it's best I state a few example that I have in mind. I actually started to ask myself these when I was asked to seperate the leaves and tree bark texture into two map which explained to me the reason why was as the leaves being…