1) It depends. In a studio setting, texture limits are typically dictated by your memory buckets or other pipeline rules based around overall memory allocation. When I'm working on home projects I just go with using as many textures as are needed to make things look good. Though I will share resources that make building…
Hey friends, Here is my most recent render that I would like to present to you guys. First I've attached a couple final renders, following that you'll see some of my breakdown for this piece. ======= ======= Breakdown: This render was done in Arnold (Maya 2017), I started off with capturing one of my office buddies using…
The tool I use all the time to project shapes onto objects is ShapeMerge. It works beautifully. But just like Boolean, you have to do some cleanup work afterward. You can find this tool in the Compound Objects tab in Geometry menu. It's right next to the Boolean tools. Create an object, say, the cylinder. Create any shape…
I want to reduce the poly and line count inbetween the edges that actually make the shape without losing the shape itself. No matter which optimizer i use it ruins one or more of the lines or curves that make up the gun. I am willing to pay money to get a plugin that will save me time so i dont have 10k lines to optimize…
Hi, I've created a low poly cylinder, which I want to subdivide whilst retaining its current shape... basically I want to quickly add extra geometry to add further details. This is as close as I can get: But as highlighted with the red dots (...which goes all the way around) the extra divisions do not follow the flow of…
Other nodes cover a wide range of functions but it may just be that you can't quite do what you want with what's available. Maybe it's an unusual shading model or something. So the code node allows you to directly write code to get new functions and expand your shader toolbox.
Finally sharing my latest personal project. An environment for use in a real time game engine, rendered in Unreal 4. https://www.artstation.com/artwork/18a9lK Everything was created by myself, apart from some of the decals and textures that were sourced from the internet/other projects. MidJorney was used to generate the…
Hello! I started learning Plasticity recently and wanted to share some of my thoughts about the software. Maybe this will be interesting for people like me, who have a poly-modeling background and consider giving CAD a go. First of all I was pleasantly surprised how "artist" friendly Plasticity is. The interface is very…
I usually just transfer vertex normals from a shape before holes. Works perfectly fine even for extremely low poly things , lods etc. Never understood really why people do all those support loops and extra geo puzzles. My guess it's because 3d soft had clunky normal editing tools before. Still the normal theft script in…
I had forgot this - here is what I did to get it working: When you start Maya the Default Quality Renderer is active and Hardware Texturing is greyed out in the Shading dropdown. Switching to High Quality Rendering allows you to enable Hardware Texturing. Here is where the problem occured: Turtle's Bake Visualizer only…