yes you are right, blender ngons are better than maya's ngons, and softselection is awkard in maya, you need to press b and drag your mouse for radius.Also snap is not that exact in maya and max you really need to work your hand to get it in right place compared to blender.I also love that blender triangulates the ngons on…
If I only have two outputs in the scene. One with diffuse(rgb) opacity(A) and the other Specular(R) Gloss(G) AO(B) should it work in the 3D view in substance or will you only see the results of the output textures once your back in unity? At first glance nether and RGB combined texture as shown above nor opacity worked in…
re: roughness issues. have you made sure that your roughness maps have sRGB disabled in UE4? if you're not packing roughness into a single channel of a texture (ie: AO = R, Roughness = G, Metallic = B) , then just double click the texture in UE4 and find the sRGB checkbox, make sure it's unchecked. if it is packed, then…
i had a nude patch for RTCW for a short time. i couldn't get horny from it. i kept thinking about a)how crap the women looked with the little pouches still on their waist from the belts and their collars sticking out of their necks and b)how cold they would be standing around in an old church like that... i deleted it cos…
It's the render, they're definitely separate. So um, I'm trying to go to work on a hi-res version in mudbox, with minimal success. I probably need a) a pen tablet and b) more polygons, but my pen tablet is acting funky and I don't know if I have the RAM to work much higher than what I have now. Anyhoo I fixed the back fin.…
Looking for: game animator Project: you'll be working to bring the world of rotting circuits to life. A apocalyptic environment. Build, craft, gather survivers and survive ever changing environmental challenges, enemy factions that fight dynamicly for control over the open world space. Length of project: worked on for 9…
Ambient occlusion texture is used in non-raytraced real-time renderers (called “rasterizers”) to reduce lighting from the ambient lighting environment around the model, wherever there are crevices or overlaps on the model. The occlusion is kept separate because it should not affect direct lighting, which is any lighting…
Hi everyone! Nfinite is looking for a 3D Simulation Pipeline Engineer to join our team for a paid remote role, and we thought this would be a good place to reach specialists with experience across both 3D tools and simulation workflows, so we hope this is relevant here The work focuses on converting production-ready 3D…
Come on. :) I'm pleased to chat. When I click on the links, the pictures opening separately. And on the polycount, there is an empty window. It’s interesting that the polycount or deviant art has changed. p.s. I did it! B)