Hey guys, I received my 3d print last night and thought I would share a few photos already. It has been done by Ownage, it stands 7inch/18cm tall and exists out of 8 parts counting the pedestal. The project took me quite some time, but now that I have the final result in I am happy I stuck with it. As an artist, I feel…
Good advice. Just to illustrate and briefly add to what's already been recommended: simple elastic and fabric components can generally be created with some basic subdivision modeling. Keeping things relatively simple and letting the subdivision smoothing do most of the work is what makes this process more efficient. Using…
Really good advice here. To further illustrate Eric's point: pure quad grid topology does tend to have a relatively consistent and dense geometry distribution. Which might not require support loops but can make it difficult to edit the basic shapes and control the edge sharpness. Most base meshes can be simplified by using…
this may seem like an odd question but I'm in need of some help. I am attempting to build my first hi-res environment and am struggling with getting my lights to, well, look like lights. I've tried some spots with the light holding a mat with 100% self illumination. it looks decent but the light from the spot leaks out of…
Hi! For two years I've been working on a level design tool for Unity that allows you to design levels in Unity using boolean operations. It uses an unique algorithm that I've been developed over the years that, unlike other implementations, makes it possible to perform these boolean operations in real-time! Even after…
check artstation for asset packs with tons of filigree bits like this. You could probably kit bash and then dynamesh it together in zbrush and just smooth our the transitions, or sculpt a tiny bit if need to make it look like it was welded. if you have to make it manually I'd do a curve -> tube mesh operation and then…
Hi everyone. I'm trying to make a shader that take the position of a light source (or any object or point in the world space) and start a gradient from it using nodes. Then, the "illuminated" area should be shown in the object as a gradient that the size depends of the proximity of the light source. It's kinda hard to…
I haven't used it since the November build, but here are some of my notes from back then. Be aware this might be wrong now, as the Landscape system was under heavy development at the time. * The height map creates the terrain shape. * The alpha map creates a mask for the layer. There is a different alpha map for each…
Damn, just played it, was forced to play as an alien... Sadly I can't comment on the others as I had to quit after a few mins... Took me 10 odd minutes to load a game... Then I was forced to play without knowing my ping in a laggy server, while looking at ultra bright walls and ugly washed out colours... This isn't the old…
You're probably f*cked i'm sad to say, painter files are binary so there's no sneaky hand editing tricks. best thing you can do is start doing iterative saves in the hope you lose less work