Wow guys, thank you so much for the feedback. I want to boil this down a bit and fine tune it. For the purposes of my specific project. I've been programming for more than a decade, although not on games, and I understand the difference between a realistic and unrealistic project for an indy to tackle. I've been in the…
Many of the links to older Topics in our forum are now redirecting to random internet addresses, instead of opening the forum topic. 1. https://polycount.com/categories/general-discussion 2. Click on the Topic "Sticky: Bugs! We got 'em!" RESULT: 404 page at vanilla.higherlogic Sorry about the mess. We're investigating the…
Hey, Dave! An instructor told me once that "your portfolio should tell people who you are". Then maybe you want to add some more pieces in order to show more specifically which kind of artist you are. I mean, if you want to be a environment artist, then include more diferent environments. If want to be a prop artist, show…
Hey everyone! Now that 2021 is announced, I wanted to let you know of the changes around chamfer. There isn't a lot. More about tying up loose ends on it. * First, we updated the algorithm to perform better when you have right angles like @Ghogiel posted above. * We added all the chamfer settings to the edit poly modifier.…
@Torch thank you very much man, I really appreciate it :D @Giles heya , I kind of like that one too but since the girl is human sized and ment to be a boss type character, if I leave her legs thin and long, I either make them really long and small body so it can withstand the weight but thus loose focus on her face/body ,…
I'm in love with this piece. Something about the atmosphere and lighting, and there are many small touches that gives the space the feeling of really being occupied by someone. The coffee mug on the desk for instance (lol just noticed the polycount logo as I was typing that) really pulls it together. The second two zoomed…
Sorry, didn`t mean to offend you, on the contrary - your VN toolkit is awesome and it should have been integrated long time ago. Transfer normals doesn't work for me, but I guess it is related to original Transfer Vertex Maps which works oddly in my case. Despite Modo definitely getting better each year, I feel sad all…
Hmm, can you move walls doors in editor ? of this house like deconstruct it (make sure its not grouped) . If so then its modular construction, otherwise uses vertex coloring and custom collisions but is made as a whole house sort of what architects do but without the engineering work calculations etc. As mentioned above…
I referenced a few different types of wood Texutres I thought worked well with the Gun. I thought about where the gun was being used (my this case Post Apocalyptic) which helped with my choice of the 2nd Texture. I blended/ Masked both textures to give some variation between the 2. I then painted a Highlights & Shadows…
Hi mnphear! Explosion bake describes the procedure when you have for example a kind of complex model and want to bake a normal map or whatever map. So if there your model consists of, let's say about 50 elements (which your highpoly has got aswell), you should drag these elements (with an edit poly modifier) away from each…