I am curious but have no stamina lately to learn another texturing suite . They are all awful and pain in you a.. usually . Does it have anything worth looking closer ? Chat GPT tells me it's pretty advanced and build on fresher technologies than Substance Designer and Painter but at the same time it tells me I might be…
Project Overview We are building an indie mobile game featuring a stylized, retro-console "segmented puppet" aesthetic. Our character pipeline utilizes a modular customization system where clothing, heads, and gear are modeled as separate, interchangeable assets. We are currently sourcing the master assets for a character…
Two Maya shading-graph chores I kept scripting — curious how others approach them: * Duplicating a shading network with clean names. Maya's duplicate/paste leaves pasted__ prefixes and number suffixes; I ended up walking the upstream graph and duplicating with unique, clean names instead. * Merging duplicate file-texture…
Hi everyone, first time posting here. I'm working on a stylized Japanese bamboo forest in UE5, inspired by traditional Japanese art (ukiyo-e and Japanese painting). I'm going for a soft, painterly look with a lot of atmospheric haze — distant elements fading into the mist. 24-hour lighting (GIF): one Blueprint slider takes…
#wipwednesday, as a practice, last week I started this Roman Shrine, and with the power of modular props, I optimized. I started sculpting key props with general damage so they wouldn't look so repetitive, only one specific stones I wanted to add specifically damaged to give a more unique look. I did the retopology of…
A brief update. I’ve been working on some supporting props, including the bay console, while continuing to refine the hover bike with additional details and adjustments. As requested, I’ve also included an image showing the connection points. A simple sketch, but you get the idea. In Unreal, I tested a rain VFX pass for…