Hi everyone! I'm a programmer that has decided that I want to do some modelling as well. I'm currently modelling a warehouse and was wondering how to optimize it before exporting it for use in the game engine. A have a few questions: 1. The scene in the modelling app has several meshes, outer walls, pillars, etc. Should…
Hello, I've been having serious issues with stability since moving up to 5.5.1 - it was sluggish on previous versions of 5 but this is bad enough that I'm doubting whether to continue using it at all for my project. I'm curious as to whether anyone else has experienced any of the following issues. I can't see anything on…
i figured its about time to make a topic for this. this is the underground portion of my fortress level. here the players will fight for two goals. the first being to cutoff the water supply to the magic crystal powering the fortress, which will cause it to overheat and destory the fortress. the second is to take control…
Project i was working on in my spare time. I don't have it very much so it took couple of weeks. Concept made by super talented Tipa Graphic - here's his Artstaion: https://www.artstation.com/artwork/4gyvW I made high poly in 3ds Max, using double turbosmooth technique. Exported to Zbrush where i added some scratches,…
Hi, I'm the developer/owner of Crage Games and I think I have something that you just might like. I've finally released the tool I started to build some time ago. http://cragegames.com/texture-designer It is an image processing application for texture/2D/UI artists - fast, simple and powerful. It removes redundancy from…
Hey guys, I work for Artomatix, some of you may be familiar with us. We’re a small company attempting to use AI to improve the workflow of texturing artists. In the past we have put out a web tool to gain some feedback, and improve our technology. Following on from that stage we have moved our software to be a stand alone…
Hello Polycounters, I'm starting a new project for my portfolio which I have started from concept. Here is a quick background story on the piece. [FONT="]In the jungles of Vietnam were hidden bunkers that served as maintenance hangars for the M71A1 Zippo Light Armored Walker. Their locations were extremely secretive…
you can create a blend mask at the first spine joint so that everything below it is ignored Blend Masks and Blend Profiles in Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community (epicgames.com) alternatively you can also edit the animation in your 3d program to remove the stand up portion as well
* thats true, the algorithm behind is doing some serious math with large preparations. If you got only some islands, it might be faster by hand. The intention for the packer was to help pacing meshes with more then 10 islands ^^ then it show its muscles. * as I mentioned above, heavy math with large preparations. Always…
Hi Kelly! I agree with @Asura that your work is looking solid -- and also that it'd be a good idea to remove WIP work from your portfolio. You mention that you want to be a generalist, but it seems like you're actually focusing on character art to me. You've got the crate and then this environment, which is basically some…