>>503398 Just imagine, someone somewhere sat down and thought real deeply about how to go about doing this. And then managed to actually convince someone to try it out, as a 'proof of concept' type deal.
And now days they're able to show this to people, and actually have them pay money to perform this act upon them.
>>503398 Transsexuals should get together and start a foundation to fund time travel research, because it's clear from watching this that anyone in the market for a new set of genitals are born about 500 years to early.
>>506737 is it basically impossible to choose both being a character model and a set modeller?
if so, i want to make characters in ebmossed armor and overly layered frills, but the thing is i also want to make props for them, like a pendant or hairpin that would have sharp shapes in it. do i have to focus on one or the other to really get anywhere that's considered "worth hiring/commissioning"?
Im a beginner hobbyist and want to eventually make my own portraits and character art. How good at traditional drawing do i have to be to make things of this quality? How good at 2d must one be to make quality texture maps?
>>504224 >Form follows function. Never add crap just to add it, that you don't even understand.
How ironic given that the falcon is covered in kit-bashed greebles. The basic idea of which is to keep adding random crap until it fills a surface. There is no function for form to follow, because the ship can't really fly.
Op, read up on kit bashing and then create your own custom assortment of greeble meshes used for detailing such surfaces.
Trying to implement vector displacement mapping in UE4. The thing is I am pretty new to UE4, so I can't seem to find the type of node in the picture I have circled in red. It appears to be a parameter node, and it seems important, but whenever I search for nodes, it doesn't pop up.
It can't really be this long-winded can it? I just did research on how to do this and all I can find is that you build UV -> unwrap -> create texture map -> export model and map to your other software (I'm using lightwave) -> MANUALLY put the paint back on its correct spot
Am I missing something? Is it ACTUALLY take it off just to move it and put it back on again? Is there no way to automate putting it back on?
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