YUS! sorry for the delay. low odor gets it! ps its beatle, if i was being a hard-ass which im not pps what's a hard ass anyway who has a hard ass? mines squishy
I did two interviews (remotely). The first one was with the studio co-owner and art director. We mostly talked about my hard surface portfolio which is where my resumé links to. He did briefly touch on the characters and suggested that it was a positive to have someone who could switch to doing characters if needed. I've…
From my experience it's same in every ray-tracer I tried. And always been that way. Mostly coming from sky/environment light . Guess it's why they do small quads with displacement + actual bevels instead of hard edges outside of gamedev. Hard edges is a gamey thing. Actually I have seen a subtle hard edge reveling with…
Hello everyone. Please help me solve the problem. I think Marmoset is broken or I did something wrong. I needed to replace a small detail on the UV set. I deleted the old mesh, added a new one (LP and HP), manually placed islands on the UV set in place of the old islans, baked the Normal map, and noticed that the new mesh…
I created a mesh from a plane primitive and cannot remove the hard edges on its border (shown in purple) This is causing issues when I try to extrude and use smooth preview. When I bring the model into blender and clear hard edges I can extrude and apply a subsurf with no issue. However, bringing that same model back into…
I'm trying to understand how to correctly subdivide and keep topology consistent for creating hard surface models, iv'e tried to find some infomation but i cant seem to get what i need, maybe i havn't looked hard enough but i was wondering if anyone could help me out. Here is the model im working on, it's just a simple…
Oh don't get me wrong, I put some time into hard surface. That actually started with a game idea and I never modelled a car before. It was a block with a crappy car texture. Oh hell nah I'm going to learn to do better cars. So worked my way up, a few little tutorials, cartoon-like cars. Then found a master class for…
I'm still a bit confused by the care-free "polycount doesn't matter" attitude of Nanite. I know it performs amazingly well for static meshes, but I can't wrap my head around the logistics of importing 5M-poly meshes into UE5. 1. If you're importing ~1GB+ FBX files into UE5, wouldn't that be impractical just for syncing…