If this animated border can change in size (it might be animated, or it might appear on different occasions framing different pieces of text), then I would consider using procedural geometry -- a mesh that's created in programming. If you think of each round corner as a quarter-circle, all corners have the same geometry…
I wonder what % of the INDIE users will receive "Audit Letters" during month 1. (obtuse example : https://forums.cgsociety.org/t/got-audited-by-autodesk/1870442/ )
As Benjammin mentioned the scale and placement of the bend handle will affect the bend. When a bend is created i'm not sure what axis it defaults to, but the scale should be half the length of the piece you are bending, basically if your low and high bound are set to -1 and 1 respectively your bend handle should be the…
181 Fremont 52nd Floor - San Francisco Just posting some projects I did a while back when I was working in Arch Vis. Most of the scene here is already made ( Kit bash ) and the only modeling part I did was organizing the raw 3D assets that came from our Client's Architect. Since the 3D floor plan didn't exist- I had to…
Amusingly, I got in touch with that person back then and asked where _they_ were ignored, and got no response at all. edit: I'll also copy what I wrote there: "Polycount is simply a lot bigger than it used to be. Where I used to look at every new or updated thread in the art section, that's simply no longer possible, as…
I thought this post was properly uploaded, and I forgot to check it, so now I want to add the screenshots of the process. The final model has 189752 tris. I think this poly count is a little bit high because of the roof tiles, but in a videogame, they could be deleted in a second level of detail. Furthermore, the textures…
What Rnz said + choose a direction like characters or props etc and work on becoming very good at producing quality content because that is what a studio wants to see. Currently you only have very simple assets like a phone booth and a bookshelve, you need assets with more challenging shapes. I would recommend choosing a…
Assuming you are using forward rendering, a second per-pixel directional light requires a second pass in a shader (I believe). If you use a single directional light and a single pass shader you will reduce your GPU times but it's not going to affect your shadowcasters or tri-count. Three options instead of a second…
Hello! Thank you. Heres another progress shot of the block out and conceptualization of possible tileable scale and procedural design. Yes! it wasn't my first choice actually. This was suppose to be a mini scene of the previous post's concepts. But when I tested it in unreal, it didn't felt aztec-ky enough. I guess you…