So I know that you can set a mesh as subtractive by pressing alt and then using your brush to bring it out.. but this is a bit lacking in precision. what i would like to be able to do is to use the insert mesh function in the geometry panel and somehow set the mesh to subtractive and then precisely place the mesh. anyone…
Hello everyone, I'm having a problem with my opacity map for a leaf in 3ds max. Anyone know a fix to this? I've tried making my opacity map smaller by tightening it in photoshop so I don't get any spillage of any color but the green leaf but I still get this white border. This image is a render using the Default Scanline…
Some improvements since yesterday. I'm still very scared of doing UV maps, and texturing. So I'm sticking with the default material from Blender. I still don't know how should I aproach making this into an actuall video game asset, as it is probabbly too high poly? No Idea. Maybe it should be retopologised into a single…
Hello Polycount, it's been years since I've been around. I'm sorry if I may have posted this in the wrong forum. Things look different nowadays. I am not very skilled in Maya, I am a 3ds guy. Nor do I really have a lot of skill in rigging, but I know enough to get by. I have a character that is about 6'4", and I would like…
the "standard" obj format is quite limiting, eg no support for vertex colour though if you have "control" on both export and import side of the equation then it's relatively easy to extend it to cover any possibility otherwise you're limited to your default apps importer. I think what i'm trying to say badly (beer brain as…
This is how unreal handles large environments. Other engines do basically the same thing although implementation details might be different https://docs.unrealengine.com/en-US/Engine/LevelStreaming/WorldBrowser/index.html Default resolution for height maps in ue4 is 1pixel per metre (ish). You can increase that but mostly…
Thanks! We're posting the question right now. We tried to break the attributes appart, but we need to blend a sss mat. and a metallic mat., and it appears that the main material doesn't allow to connect both attributes at the same time (when I use a default lit shader it disables the subsurface attr. and when I use a…
Blender Z combine node has an "Anti-Alias Z" checkbox (on by default) in its 2d compositing mode. It makes resulting mask for color channels antialiased . Very handy feature texture wise especially for small, few pixels details, hairs etc. I wasn't able to recreate same behavior in Fusion. Wonder if Nuke has a workaround…
Have a go at creating, saving and using an animated model in-engine. You will find that it is infinitely smooth. You do indeed make frames, but you aren't making every frame, you are making keyframes that are smoothly tweened to infinity. You can of course make it behave like traditional animation, but it's not the…
Dynamesh resolution is dependent on the scale of an object. ZBrush's cube/plane primitives are 2 meters by 2 meters and provides a decent dynamesh at the default resolution. If you model is much larger than that, your dynamesh will be much denser; much smaller, and you will have to hike up the resolution to get a decent…