So I got the barrel done and baked but I would like some feedback if possible. Not really sure if I am on the right track or fucking shit up still lol. Low Poly with wires. Its a tad over 600 tris because I tried following the silhouette of the object. It is probably to high for a game, but for practice and learning…
Yeah, a GTX 470 can be a bit slow. We recommend GTX 600/700 GPU with at least 2GB of VRam to be comfortable. :) Substance Painter rely almost only on your GPU. Also be sure to launch Substance Painter first before any other program to be sure to get the maximum amount of VRam possible. Some other software like the Unreal…
Malus: haha, thanks? :P ShadowFox: cool bike! different design though, I went for more of a "Honda CBR 600 RR" look oukruk: cheers! yeah should be fun doing bakes o_O vcool: haha OrganizedChaos: ta! lurking is so easy though HandSandwich: thanks!! AutospySoldier: yeah that's what I thought when making it too! had to double…
Super x-Post but making tiling textures using the photogrammetry technique. It's not as robust as Substance but I feel it gets more natural results + we can use the highpoly data to make geometry we can get super close to. 157 photos taken with a Canon 600D, some of them were blurry and it'd be nice to redo it but I think…
Here is a bit of code in C# for a quasi Active Reload in Unity3D. Put this on an object in the scene and run. Can be used for anything that requires timing, use your imagination ;) . More code for stuff on the way. using UnityEngine;using System.Collections;//There are many ways to skin a cat, this is my way. Hopefully it…
I'm not sure what you want and what you're getting... Are you wanting to have the pivots all stay at the origin, but you're getting the pivot move? Or are you wanting the pivot to move but you're getting them all staying at the origin? In general, don't mess too much with Pivots unless you need to - what you want to edit…
You can try these variants of the flatten brush, they're supposed to perform more like the ZB 3.1 type. Download link is at the bottom of the first post. http://www.zbrushcentral.com/zbc/showthread.php?p=609040#post609040 and there's this advice for an original flatten approximation from a guy on CGTalk (here's a link a…
I'd probably say to keep it under 60,000 (so 15,000 a piece) to be super safe. Assuming you're going to have some textures and backgrounds. You'd probably be good up to about 200,000 total, after that you'd probably start seeing some performance problems. I worked on a VR app for daydream where we had 5 or 6 models at…
@Tectonic Thanks again, I'll check on that. A friend of mine extracted some models of the game and he sent me the Mega Gnar one. I took it directly as a ref in maya, flat shaded, but I now realize the highlights seem burned... I should have stuck with this refboard maybe. Anyway there's a lot of things to tweak now :)…