Thanks for sharing your workflow. I was also exporting CAD files from Fusion to Moi3D. However, I've changed the process and this is what am doing now: * Export from fusion 360 in STL format (with no fillets) * Import in Blender 2.8 * Split the mesh into logical objects * Use Blender tools and HardOps addon to convert tris…
You see, this is what I love about the people at Polycount. People who are real and tell you straight up. I can't tell you how much I appreciate that. With your feedback and dedication on my end, I WILL get better :) I'm glad I posted the texture at the stage it is now. My main concern is that I'm over complicating things…
- my crit The wood is too perfect! first age it add stains. Next paint drips would be on the wood where the would be artists would stand spray paint is mostly clean but the tip grabs some paint on the way out drips down the side and falls on the ground. the would be artist would probably step in the wet paint and leave…
I think most of the challenge then is the design of your runes. The rock has clearly been crafted and sculpted to allow a flat surface for these runes, so now you're making the prop ABOUT the runes. The runes are now the focal point, not the rock. The rock is serving the rune writing. Which means you need to spend time…
Em.. yea if you have to go for the last option there then you could definitely "bake" the animation onto your joints. Just make a script that steps through each frame on the timeline, samples the position/rotation of the source object at that time and sets the position/rotation of the bone to match. Otherwise if you don't…
Thanks for the feedback Memory :) I am glad that you like the way I am going with this and I am sorry for the sea of poor updates lol It has been a case of 2 steps forwards, one step backwards. I have learnt so much already which I can't wait to use for my next female character. UPDATE Here is a small update after todays…
thank you all guyz for your comments :) ...really much appreciated... drillerkiller - absolutely- the cloth are not final atm. i would like to know what you mean and how i should push the silhouette... rumblesushi- nice explanation for him- i will use that: The high def spec on a slightly more imaginative, arcadey…
Just throwing this out there. But this thread seams to be a "how do i make games plz link step by step tutorials!" What is it exactly that you have problems with? Is it the programming or is it the level design or what? I would say that you should start on making smaller project such as just simple maps with an objective…
Hey Otrick, looking much better. A few things: * Increase the intensity of the orange corner light, desaturate it a bit. * Decrease the distance of the orange light to make it more of a light in the corner rather than a light for the entire room. * Try to mimic some radiosity bounce lights (check the paintover) to help…
For the actual ground/terrain: http://www.polycount.com/forum/showthread.php?t=88933&highlight=choco (if you search on his name, he also has some rock tutorials). Outside of that, there is lots to be found on 3dmotive/eat3D (from making props to introduction to udk/cryengine/material tutorials/baking/etc) On polycount, it…