Yea, I've been customizing from there, but I think the terminology is throwing me a wee bit. [edit] found it. It is bound to "4" and "5" in Maya by default Now ... how do I set my viewports to: "f" = front "l" = left "r" = right "t" = top "b" = bottom "p" = perspective ?
Hi guys! Looking for tips on how to finish up pieces. Should they remain sketchy, is that ok$ Thanks in advance! https://www.instagram.com/simon.labreche/
Hello, all! I am a newer 3D artist leaning towards creature & environment building I have to interview a fellow 3D artist, doesn't have to be the same focus, just someone I can gather interesting answers from Anyone who can, thank you so much <3
Nice job there! I have been fiddling around with terrain mesh blending long time ago (before virtual texturing was a thing in UE4) and yes, there is not much information about it online at all. There are some basic attempts, but nobody seems to have nailed it so far. To blend properly, we basically need the complete…
I dont know about this panic stuff, seems flaky. there are a couple 3d jobs listed about every 2 weeks on craigslist vancouver... .... check montreal daily..... there are hardly any 3d postings there at all. Try looking past games specifically for the interem.... working on 3d sculpts of any kind is still good, and adds to…
B for Bowsette :) Finally found the time to post her If someone wants to know my pipeline and needs help with anything im live on twtich you can join and we can rant about 3d programs and meme a bit twitch.tv/minibabylizard https://www.artstation.com/artwork/gJ2eDE Critique is highly appreciated
Why the totally random pixel density, if you dont mind me asking? You could have either a) used a 1:2/2:1 texture, or b) split the main body in areas that have actual geo splits where the metal is. I feel this would look quite odd ingame?
Next update will add a coverage feature to the cliff shader By taking a top-down screenshot of your terrain and pasting it into an image editor, you can paint a B/W mask of where the coverage effect should show. This mask bitmap can be assigned in the scene's CliffAppearance script, which will apply it to all rocks.
they should be pretty close but don't have to be perfectly fit together. The one you really worry about, is making sure the meshes fit inside the cage mesh. lots of good info about the entire normal process including cages here: http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29
I was cheer for you in 2014) And now You come back with such awesome work! its really gorgeous, my favourite work in all the entrances - really, good luck(again))! In weapon i like F And in Shield B - because they will look awesome without details - as low poly need. Love their silhouettes