Artstation Link: https://www.artstation.com/artwork/YKe2Rd I've been working on some modular horse armor for the Shokuho Mod, A total conversion mod set in Feudal Japan for the game Mount & Blade: Bannerlord. This was a really cool experience finally trying my hand at some armor pieces and taking everything I've been…
we have a HDR tonemapper that can be enabled or disabled from the chain in the package The LUT is applied to the scene after the HDR tonemapper anything set in the highs mids and lows is baked into the LUT at realtime, this has to be done to support old content. We could have disregarded the highs mids and lows but…
Hello everyone, I am an Asian and a self-taught 3D modeler with 10 years of experience. I received my green card around mid-2024, and I’m relocated to New York. I feel like I’m starting a new life from scratch here. I have been in the USA for six months now, and I’m actively looking for job opportunities. I would really…
Team Chivalry is proud to announce their next project: Chivalry: Battle for Agatha [ame] http://www.youtube.com/watch?v=ay_X0z8x-ls[/ame] Chivalry, an upcoming title created using the UDK, is the next step in first person medieval combat. Team Chivalry is building upon their successful and unique take on deep and…
Hey everyone. We've posted here before with succes so we thought of giving it another shot. I'm a mapper from a mod team called Teamfuture working on a doom 3 mod called doom 3: Phobos and we are looking for animators and another modeler. Doom 3 phobos is a 3 chapter long unofficial doom 3 expansion pack with new monsters…
Hello there, I've been working on this mod for ages now and finally the time has come for the first release! For those of you unfamiliar with the mod I released this video way back as a proof of concept: http://www.vimeo.com/4703731 After that Pior got in touch and he designed an awesome character for the map (a variation…
im working on a gun model, in max, and used edge-loops to constrain the turbosmooth modifier for my mid-poly model. im going to unwrap it, import in into mudbox and get a high-poly normal map. what i am wondering is: can i optimize my mid-poly (by getting rid of the extra edge-loops) and still retain good normal map uvs?…
How about this? Should work in 2016-17 1. do every bool op 2. Quadify mod with size around 5-8 3. edit poly mod , activate edge mode. 4. Go to ribbon selection Tab and click Hard edges on left side 5. chamfer mod amount 0.2-0.4, tension 0 6. OpenSubdiv Left : Proboolean Right: boolean
I'm not sure, it might be flipped faces? Why is it world normals? Shouldn't the bake be tangent space? Are you doing something special with shaders? The mud looks soft or smooth on the tank, it's even smooth a bit around where there isn't mud. Mud which turns to dry dirt is going to be more harsh, instead of smooth. You…
The mods definitely aren't fillers. I'm planning on putting both of them on my Portfolio when it comes time to make one. I'm not sure what to put for Company though. One of the mods has a team name and a website but the mod I'm running doesn't have a website or a team name. Should I just leave it empty or give a link to…