Just an Update for the Forums we now have 2D Concept Artist 4/4 3d Modelers 3/4 3D Character Modelers 1/3 Rigging Artist 2/2 Animators 2/3 Programmers 5/5 Level Designers 3/4 Sound engineers 1/2 Writer 2/2 Dialogue Artist 1/2
Hi guys, Meybe some more experienced artist could shed some light on those questions of mesh export: 1. What are tangents and binormals option? 2. What is split per vertex normals? 3. What is preserve edge orientation? Thank you!
Hello, Let's take a closer look! Please email us at support@marmoset.co with your scene bundle and mention in this topic: **Scene Bundle Export:** **1) **File > Export > Scene Bundle. (Save this to a newly created folder). **2) **The zip should contain: .tbscene file along with the /assets/ folder. **3) **Zip up the newly…
Hey everyone ! Taking the occasion to share some lighting work made for Alan Wake 2, from levels and cinematics. I had the chance to work on multiple locations from Cauldron Lake to Brightfalls, passing by the Dark Place. Enjoy ! :3 Cinematics : https://www.artstation.com/artwork/zPR026 Dark Place :…
A few updates on this one, with USD in Toolbag 4.06 this is now easier. 1. You can export a copy of your scene as USD and import it into another scene 2. USD supports all of the light types in Toolbag, including the Sky 3. If you export USD, the sky HDRI image will be saved out - useful if you need to extract the sky to…
Basically that. How do you planify on grouping UVs from a set of objects - atlases as for my understanding - on large scenes to also ensure decent texel density to bake? You do it by area? - idk, kitchen, room 1, room 2 - by type of object? by size? Hope that makes sense @_@