Hey Guys, I'm working on problem and wanted to see if anyone had a suggestion. I'm trying to prevent OpenGL from rendering outside the 0-1 uv space. My mesh is larger and currently requires me to clamp the edges to not have the extra parts of the mesh redrawn with a texture mirror. Or I have to redraw the outter bounds…
I've started creating quite a few materials in Substance Designer and I want to display them in my portfolio but I can't get them to render nicely. I'd like to display them similar to Daniel Thiger I'd like to bring them into Marmoset but can't get them looking as good as in Designer I also I know I can render a screenshot…
Calling this donezo! Some poses and final renders. More things available on the ArtStation Post. Thanks for stopping by! :) model -------------------------------------------------------------------------------------------------------------------------------------------------- 'Ello! I've been wanting to do some more hand…
that's a big ask - I have no idea how you'd stabilise stuff at distance - it's inherently not right?. Have you tried something along the lines of the difference of gaussians ? not sure it'd be controllable enough, stable over time or performant but it looks pretty good and will probably work pretty well on depth. acerola…
No... in the edit poly modifier x is bound to constrain to face... or at least for my defaults it is. But the thing in fletch's image is what it messes with so just make sure that is off.
I know you are probably talking about models. But I've decided to use Unity in my portfolio to show animations. This was put together in about 2 hours. The only technical part was hooking up the UI to change models/animations. You'll need to learn a little scripting to pull this off.…
finish another episode the most important things in the bible is gonna be talked. important things and the series end soon were at the end now ;D. The hard work ahs been payed off. https://www.youtube.com/watch?v=WtIKZjbJw3s&t=629s
Hi guys i have been working of this project for a while for practice and experimentation on modelling techniques on 3dsmax. But i've hit a brickwall with my creativity and i need some help with modelling the hovering engine of the space bike. Also i really welcome ideas to shape that bike or suggestion about techniques…
well if it was a cancer drug that you bought and it didn't quite work, you would be well pisssed off. I hate it when games don't work properly, free market has fuck all to do with it. a product on sale should work properly. I am surprised there have not been more legal actions against game companies
This! Do something a bunch! Model screws all day for a week. Then take a break for a couple days and model a screw. You'll find you've developed your eye more for it and speed as well. Another thing I find myself doing is if I'm working on a giant personal scene that's all next gen'd up or whatever I'll do a quick hand…