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>> No.948851 [View]
File: 33 KB, 622x479, 1660009211030460.jpg [View same] [iqdb] [saucenao] [google]
948851

>>948848
> hips larger than shoulders
These are excellent proportions

>> No.947802 [View]
File: 33 KB, 622x479, 1660009211030460.jpg [View same] [iqdb] [saucenao] [google]
947802

I never got gueninely excited when launching a 3D software until I discovered Houdini. Thanks for fixing my erectyle disfunction SideFx.

I'm the gamedev hobbyist from earlier and I'm starting to get a grasp of how everything works (groups, attribute, data flow) and of what labs tools I'll need on my project.
There's a thing that's still very vague to me tho, that no procedural asset tutorials covered and that's LOD when your HDAs use "static" meshes as components. Let's say I have this building generator that has walls/doors/balconies/etc that I modeled in Blender or whatever.
I make that as an HDA and build a huge building out of it from meshes imported into Unreal. How do I tell Unreal that in the LOD3, I don't want the balconies to show at all for example and just keep the walls when you're seeing it from a distance? (and that kind of stuff in general).

>> No.923483 [View]
File: 33 KB, 622x479, 1660009211030460.jpg [View same] [iqdb] [saucenao] [google]
923483

>>923428
>https://gofile.io/d/Q7b1mJ
Bro I never wanted to suck another male's dick so much in my entire life. No homo

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