Lastest update: 17/04/19Note 1: Part for ward, courier and particle effects will come very soon. Note 2: All those guides are the post I have written on Blender Stack Exchange, if you like don't forget to leave a like there: https://blender.stackexchange.com/users/23134/danyl-bekhoucha?tab=answersNote 3: this guide will…
sorry, I didn't see the answers :d complicated to attach file, it's heavy :/ It's a workflow similar to Star citizen workflow, but here we don't use defered decals on top of the meshes, and we use UV1 for having the Decals / trim and UV2 for tileable. I tried to setup the easiest shader ever in UE5 ( just the normal map )…
I've pretty much hit a dry spell in terms of employment and since I started in CAD drafting I'm starting to look into other fields. My coding skills aren't up to par yet with my end goal, so being as to how I'm pretty close to the oil industry (which is currently booming) I've been into looking to picking CAD back up. I…
AKA, can you look at a given section of a control cage and work out in your head how it's going to subdivide based on Catmull-Clark subd? Because if you can, you're either a savant or a robot. Pretty sure Perna is a robot, so the answer for him is yes he can, but what about the rest of you? I'm not talking about having…
Yeah, it comes down to tiling detail maps and material complexity to increase texel density. You can get a lot of reuse out of detail normal and grunge textures and they can be fairly small and heavily tiled, so I wouldn't be too concerned with that. You could also consider using vertex color as masks if texture use is a…
Hey Everyone, Glad to be here amongst the Polycount 3d community. To cut the story short and get into the nitty-gritty details...I'm basically working on a 3d environment in unreal engine to revamp my portfolio. The idea/theme of this environment was to create a Cold War-era bunker with some really moody tones and ambient…