In an attempt to get better at Sub D and curved shapes I've been working on this washing machine part for a while and finally calling it done. It's done purely as a modelling exercise so it won't be baked or textured. It's my first time making a challenging shape like this so wanted to hear what you guys have to say. I'd…
1: Ferdinand! 2: If you're out here, who's that in there? 3: Her name was Rosanna. Why Rosanna? She had such a beautiful nature. 1: Oh, Ferdinand... 3: I can't take it anymore.
hlsl shaders for maya have hard-coded lights, light 1 is a directional light - lights 2 and 3 are point lights link the proper light type to the light 1, 2, 3 slots.
Maybe this will help. When it comes to smoothing you have to get out of the mindset of working in edges and start working in groups of polys. These polys go into this smoothing group, those go into another and where they meet the smoothing is broken. Smoothing often breaks at UV or material seams so if it helps to think of…
okay, moprhing explained every vertex in a mesh has a number it's a bit of a simplification but a morph target in max stores basically this in a big table In the above example vertex 1 moves up -1 unit in the z axis and vertex 2 moves 3 units in the Y axis. If the number of verts in the base mesh doesn't match the number…
Hi All, I am trying to create a modular pieces for my environment in UE4. This is first time I do this and I have few questions on how to handle walls in more professional way. When I create a modular wall Should I : 1. Keep it as two separate obejcts. So 1 is outer wall and 1 is Inner wall. 2. Keep it as one object…
As the title says my UV channels are messing up. It might be something simple that I am missing but basically I have created a building consisting of 4 UV channels 0 - Main Building Walls/Exterior Diffuse 1 - Interior 2 - Translucent Objects (Windows, as they were a pain to mask out without other problems on the main…
Hi cradicoe. I'm also very interested in the matter of time and I also got only this kind of useless non-answers on forums, so I simply started asking people on Artstation how long did it take them to make a particular model. After receiving a sufficient amount of replies I was able to derive some valuable statistical…
I had the same problems, and here are a few things that helped me it under control. Perspective. Keep in mind what the end customer will see. Step back, zoom out and realize that not everything needs to be perfect, striking a balance between good enough and perfect is often the difference between delivering the customer is…