Hello Poly counters. This is my sci fi project. Now, I'm working on High res interior (80~90% done). After I finish this step, I'm going to start making small props such as computer, monitor and small tools. Modeling and texture will done quickly because I want to spend more time to UE4. My goal is making short movie and…
Hi, I was wondering how real-time renderers were able to render scenes so quickly compared to pre-rendered content. As of recently, the latest advances in real-time rendering technologies have made games and movies approach the pre-rendered quality more and more and I still don't understand how they've managed to do it.…
Disk 1 is being re-released with a whole new title and cover (the original was knocked up quickly for the siggraph deadline by some 'artist' who thought changing the title would make it fit better !!!!!!!!!!!!!) just note that the content is EXACTLY the same as version 1... its not an upgrade or a version 2. We also have…
Hey Guys, Just a quick Q really, I'm about to go to bed and I thought Id quickly google feathered arms and found nothing... There was a little more content with wings but by then I figured I'd just ask the pros. The arms are to be rigged, the fingers are not a necessity but I'm thinking it would be a nice touch... Anyway…
So I'm working on an environment in UDK and I planned on making heavy usage of Prefab actors to quickly snap together groupings of modular meshes. However, I'm running into an issue where shift-dragging out a duplicate seems to reset the dupe to the original rotation of the actor, rather than keeping the orientation of the…
it contains about 16 glyphs. each one is 4096x. is that too many? it mentions that 'found graph with non relative to parent x1 outputsize parameter' in the top window, is that causing all the problems? if one of them is isnt relative, does it screw everything up? as its about 16 graphs, if one node isnt the correct size is…
@Torch I've used this Grooming Brushes set made by Pablo Munoz Gomez https://pablander.selz.com/item/fibermesh-grooming-kit, in those there is this "Breaker" grooming brush that's like painting polygroups on fibermesh. I think it's the most useful of the bunch! With it I've quickly made all the polygroups I needed to…
Use Mesh>Cleanup tool to identify weird geometry. Also can use smooth mesh preview to quickly find hidden extra verts or unwelded verts. If you find some edges wont bevel that ought to, sometimes easiest thing to do is just delete associated face and bridge back together, rather than hunting down problem vert/edge.
For environments fly throughs are great, but I'd much rather see a short fly through clip after the still images on each page of your portfolio, instead of edited together into a single demo reel. It's much easier to quickly look through a portfolio than a reel, and if I get a good first impression based on the stills…
Quick update for the body! Quickly blocking out the general shape of the character, think he's a way too fat from the side and his arms need shaping a bit better Hands are the bane of my life, I can either get them first time or not at all so I'll see if I can break that little issue I'm facing