Hey, I did this stone material today with materialize and one of my own reference images. The screenshot on the plane is made in unity I am trying to achieve realism / photorealism for a project. Since this texture is tiling across a big surface, I can't really make details that are too obvious, but I will in the future…
I'm working on my cookie cutter topology system, which in form has been working out amazingly. i haven't added topology for retaining volume on the elbows and the knees but i'm wondering if the shoulder/ crotch areas have the propper edge loops to move well in all directions (without shredding or insane streching....also…
Hello everybody, long time lurker and first time poster. After a couple days of searching and fiddling around on my own, I can't find any solution to a gripe I have, so I've finally turned to the boards! Lately I've become annoyed by a couple of aspects of the 3ds max interface, particularly concerning rollouts I have no…
Despite having looked around online I haven't been able to figure out exactly what a draw call is and exactly what a render pass is. I understand that a render pass is going to use a vertex shader and pixel shader to generate a final layer that is then may be composited with other layers to form the finished frame, but I…
Hi, I'm making game character and this is high poly in progress (in zbrush). Low poly should have max 3000 vertex. Character will be textured, rigged and animated. For now, every part is separate subtool. I'm not sure which parts should be merged into one mesh. Before, I made another character and my workflow was like:…
I'm really trying to get better with game assets, and hope you guys can help me improve... here are the meshes: Here's the uv mapping (where I think my issues lay). I made the corners in two different ways to make tests, Left corner is straightened out, right corner has a more natural curve (but still made some uv relax…
Yo, I wanted to see if I could get a decent result at an Active Camo/Optical Camo setup in UE without using Transparency at all. Many Multiply and Lerp nodes later, I got something that works :) since getting a true "cloaking" effect is a bit of a stretch this way, I've gone for the kind of active stealth camo that would…
Hey! By seeing all these mechs lately (hawken, vertex) I wanted to model my very own mech :) Because I never really practiced modeling something based on a concept art I searched the net and came across this beast. The drawing was by Flying Debris (http://flyingdebris.deviantart.com/) for FEAR 3. It is one of the first…
What Are You Working On? a.manzani alec2002 model AnnelienH armians AavaChan beccatherose Bf.109 Bill Lumbergh bounchfx Bunifazzuy Cai codyaq2 cR45h model Curlscurly danipanteez Davision3D derugin.s Desmester disanski Dmellott FemCharles Forslund frmdbl GeorgeCrudo GravityBwlast huffer illusion itbeet JohnnyTheKid…
Hello so im making this model and basically the idea is to have this as a base and have the uvs for this on a tilable texture and use geometry and decals and vertex painting etc to dress it up. My question is, the buidling also has a high poly and i am wondering how to have uvs set up for the tilable texture AND the…