hey I dont know if anyone has ran into this issue but ive ran into it every time I build a mesh extremly high poly and I get to the low poly fazes where im building aroudn that mesh where my file gets so big/ huge that Hitting CTRL + Z takes 5 minutes a time, and since your building the low poly you know thats a trial and…
Thanks for the responses everyone! Thanks Eric! :) That's a great point and it’s something I am learning now. On a positive note, I am having a lot more fun now that I get to work on my own things, even though I am making negative money doing it lol… Zetheros, I still don’t know how bad it is. I just interviewed for a few…
Hey @Araka this is a great start. As Eric pointed out composition would be a great start for you. 1. Have a clear understanding of where your focal point is. And then expect to guide people towards it. 2. A good general rule of thumb is "the rule of thirds" - it means that your focal point should fall on a third of the…
Hey there, I'm a Environment Art student and I made an account to ask this but.. What's the optimal way to retopologize basic assets? I'm fairly confident in my skills in sculpting, modelling, unwrapping etc. But I'm always pretty fuzzy on how to retopologize well. It's generally the step where the quality of my assets…
Hey I heard as of today that most of the uk is now on google street view. This could make pretty cool environment art reference material? or is that not legal? for example heres my local town hall and library…
Hi guys, I am moderately experienced with UDK's material editor but I have no idea how to "program" a very particular feature into my material... I'd like to create something very similar to DepthBiasedAlpha, but with a twist: I want the material's opacity to change depending on the Z-axis depth to the surface beneath it,…
I'd probably do a derivative of option #2 (see image) But I'd do up 6 or so fully detailed (not just face) sections like I've colorized in all the differing heights. I'd lean towards doing it in 3d-Coat as voxels just so I could use the retopo tools, but you could just keep them as hipoly .obj's as well in either Mud or Z…
It should be fairly obvious by the naming... It takes the world position of the vertices - where they are relative to (0,0,0) in the scene. World position is useful here because it means it's consistent no matter how the mesh is moved, rotated or scaled. Then divides it by 500 (to scale the result up a bit - so that in the…
Not sure about the whole "draw the different axis on the cube" thing.. seems like it would be really hard to get something precise out of it. If you guys want to try the new measure points: http://lazynezumi.com/downloads/LazyNezumiPro_14_7_30_1501_Setup.exe Use the new "perspective" distortion mode to get them. I will add…
Well I tried doing a Normalized World position plugged into my Dot product but this isnt giving the result I would expect. It blends the snow effect based on the height of the model, not its pole position/Zup direction. It seems no matter what I try it is always basing the way it blends off the Z height. So if its above…