Orthografic views are useless, I can't think of anything they can be useful for. If you want to see the wireframe of your scene, just press f3. Although that wireframe only renders black lines so it can look bit chaotic if you have a dense scene, so personally prefer to just go on the console and use "r_ShowLines 2"; this…
Yeah, UT3 wireframes just don't cut it too busy when viewing a 2 sided wireframe. The dude who did that epic tree was talking about how to export from UT3 including cameras so you could match your shot exactly. That way you could overlay your wireframe from max directly onto your UT3 render, but honestly that's probably…
Nice work! I feel a big plus would be having high quality wireframe renders on the main page (not having to go to sketchfab to see them). The wireframe renders you could make would be able to look much nicer than sketchfab wireframe view.
Hey Istonia, I've just been doing some tests for you. My build specs are: Mobo: Asus P8P67 Deluxe CPU: Intel i7 2600 @ 3.40GHz RAM: 16GB GPU:NVIDIA GeForce GTX 570 (Superclocked) On a scene with 540672 faces things that seem to slow down viewport performance are; hard edges all, wireframe and shadedWireframe. Number of…
I work as a 3d generalist (mainly modelling, texturing, animation, rendering, pp etc) in advertising and arch viz. My experience in creating for games comes only from reading these forums and watching tutorials. Recently a studio approached me requiring a 3d artist skilled in creating low poly models and putting them into…
[ QUOTE ] Awesome got it pivot point moved mapped to d. 3. How do I center the pivot? [/ QUOTE ] Hirearchy tab, affect pivot only, center to object. [ QUOTE ] 4. any way to turn on backface culling but still see the wireframe of the whole model? [/ QUOTE ]Backface culling is for shaded/flat shaded view. Think of it as…
Thanks to everyone who applied—really appreciated the portfolios. The role is now filled. Project Indie mobile game (solo developer), fixed-price contract; modeling +
texturing only (no rig). I’m developing a mobile puzzle game in Unity 2022.3 LTS (URP). I need a stylized-but-believable
marmot character (red with blue…
Hey this is pretty neat. Did you know there's a MaterialX extension for glTF in the works? Might be cool to support this as some point. It would be really neart to have a UV examination view, which could show a UV wireframe on top of a texture. Or maybe even UV seams on the 3d mesh.
I would say, make sure that you show your wireframes clearly (maybe use white instead of the black colour you have if you are using it on the textured model, or even the grey model with black wireframes on) as well as your texture maps when you present it. Be concise in your picture, so maybe have: * nice framing shot,…
I think your final render looks pretty frackin good man. The second render, the wireframe? Not so much. There are many ways to show off your wireframes. I would try a different route. The white wires on white.. I guess that's just texture. Err.. normal map. What did you do there? It's hard to tell. Hide your…