Free Guide to Modeling Tires
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Latest comments
by Trilo Byte
7 hours ago

If you rig your character up as a standard SineSpace avatar and getting it working properly, then any clothing purchased (or that you make) in SineSpace should just work properly (if not, file a bug report). If you're rigging up your Daz3D content as a costume replacement (also known as a bypass avatar, since it bypasses the entire avatar, clothing, and attachment system), then you're on your own.

by ariana pham
8 hours ago

play game happy wheels

by Kaji
12 hours ago

Nice article. I would love to know if there is any cloth rigging tutorial or tool/plugin that could solve the typical mesh bleeding issue. For reference, I have issues with getting custom or bought clothes on a custom animated Daz3D Character in Unity. So far, the character looks good and work. The clothes fit in T-Position but once the animation starts, the vertices from the character bleeds through certain parts again and again. I've looked into the bones skin-weights but was not able to see anything to improve there. the problem grows once certain body-morphs alter the character (giving him more weight or muscles)

Free Guide to Modeling Tires
14 January, 2019
News

Mathew O has recently shared a cool little guide to modeling tires with the help of a bevel shader. Let’s study his tips.

“In this tutorial, I share my workflow for modeling tires and using a bevel shader to avoid lots of high poly modeling time and improve iteration.”

You can get the full-resolution image for free on Gumroad.

It is worth noting that this can be used in any tool that supports bevel shaders. Make sure to discuss the tips in the comments below.

Landscape Auto Material by VEA Games is a flexible auto-painting material for Unreal Engine 4 Landscape component. When you are drawing the topology of your landscape, proper material layers are drawn automatically!

Check the full feature list

Contact VEA Games

Source: ArtStation
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Warren Wang Recent comment authors
Warren Wang
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Warren Wang

We used a similar workflow when we worked on the Toyo Tires app a few years back. One of the biggest pain points was decimating from the provided high polycount STL file to something more manageable for consumption on mobile devices. We ended up using rhino as most other software we tried would choke and crash with the provided file. We would then do the texturing and highlights for specific features inside substance designer and bring them Unity.