Wondering how you all do/would do it. Here's the scenario You've got a gun with multiple parts, do you A. Bake the combined hi poly on to the combined low poly? b. Bake the combined Hi poly on to the separated Low Poly Pieces? c. Bake the separate Hi Poly Pieces on to the separated Low poly pieces? These are all assuming…
Hi everyone, Today I released the Alpha version of a tool I’ve been developing called HardCuts. HardCuts focuses on fast hard-surface concept modeling using voxel booleans and parametric shapes. The idea behind the tool is to make workflows like these very fast: • blockout shapes • boolean cutters • base mesh creation •…
A fair few peeps have inquired about my workflows for this piece, So I thought I'd create a bunch of Tuts together in this thread. I don't often make tutorials since like every artist I don't think I'm good enough yet haha, however given the amount of peeps having asked, I'll try and give some helpful advice as best I can…
Hiya, i'm finishing a game engine and I would like to hear from experienced game level designers about a serialization/persistence problem. imagine I have a class called "Pet" in python: class Pet: def EmitSound(self): soundDrv.play("genericPetSound.wav") then I inherit two classes... Dog and Rhino //Dog.py file class…
Hi to everyone ! I'm currently trying to create a self installing maxscript file but no matter what I try I feel like it's a never-ending story. Here's what I currently have: 1 maxscript file containing the functions 1 macroscript file containing the UI when I evaluate the maxscript file and the macroscript file,…
I did a bunch of thumbs and these are the ones I liked best. A is a groupshot of Syndra, Camille and Jarvan. I like this one best since it's a bit playful while visualizing the Queen Bee aspect. The layout still needs to be worked on. I particularly dont like the area in the center where there's 2 arms and 2 legs criss…
I think the bombers body needs a lot more work, right now to me it looks like its a building created at a theme park that was designed to vaguely look like a plane, versus a plane that actually crashed. The windows supports are too thick and overall make it look like a block. It should be more smoothed out…
Unreal's documentation suggests to leave the Specular at the default value of 0.5 and only modify metalness/roughness. My usual setup for non translucent material is: Texture 1: Albedo + alpha if needed Texture 2: Roughness in R, Metalness in G, Occlusion in B Texture 3: Normal + displacement if needed For translucent i…
You have 3 choices: A: B: C: You can of course change the wire frame color and the transparency of it. Cheers PS you should have modo set up that you don't even need the topo layout (modo boiled my head so much because I had to keep changing layouts, so I made my own). You can have one view port that does it all with a few…
Well, any offline-generated/static part of the lighting solution would have problems. Cubemaps, lightmaps, pre-computed shadowmaps being the top of the list. If you're talking about scripted desctruction sequences ... different solutions are available depending on your engine tech, eg scripting an A/B swap for your…