Welcome everyone to the 102nd Bi-Monthly Environment Art Challenge for the months of May and June! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful feedback along the…
Almost every 3D game that has a replay feature does it by recording the position, orientation, scale and state of every relevant entity/object (instead of rendering to a video, which would actually be a much larger hit to performance since you have to write to the hard drive for every frame). Tracking and recording the…
Hi I'm looking for some advice on how to proceed with a little project I've got on the go. Last year I was a control participant in a study. They took an MRI of my brain and I was able to get the data, then I followed some tutorials on how to convert it into a model. I was able to 3D-print it at full scale!…
Hey all, I am working in unreal 5.4.4 and have the current error message with Nanite. I have nanite disabled in project settings → render tab. I also have raytracing and lumen disabled as I have no need for those in my current project. I checked all my models, material and blueprints and didn’t see nanite enabled on any of…
Hi all, I’m an Art Department Director at a game studio, and we’re specifically looking for a very fast character rigger to help us evaluate and improve our rigging pipeline. Speed is the primary focus here. We’re looking for someone who can turn around solid, game-ready rigs quickly and consistently. Phase 1 (Paid Test…
Hello everyone and thanks for all the previous comments and support! Just wanted to keep you updated about Cghub We are still working on the website, here are some notes on whats going on: 1) 3d models library increased to 920K+ assets so far B) (almost 1 million!) 2) The main issue we are currently facing is website SEO…
Yeah, max is so silly with edited normals, it's annoying (doesn't stop me from using them all the time though, so useful). I thought there was a solution for this, by attaching both objects to another object with no edited normals (had to find the right order). Can't try it here (only have Maya at work) but I'm pretty sure…
@christrom It looks like you're headed in the right direction. Like Eric already mentioned, what you have would be fine for baking in most high to low game art workflows. As far as a light technical critique of the model and topology: if the goal is to create accurate, detailed high poly assets with a relatively even…
Thanks for the reply, and put the images to understand better, as last thing, do you think that the refference has some soft , gaussian blur at the end? because it looks like it was all layers flattened and added some blur in all the image, or i may be wrong? ty