So I'm not 100% sure if what I'm trying to get at is actually called UV islands. I've got a object comprised of tons of meshes. Each mesh has been mapped and laid out. I want to do an automatic layout again, but keep the UVs in groups of the meshes they belong to. With the layout, I'm attempting to resize everything so the…
I apologize if this is a butt easy question; I'm kinda new to Unreal 4: but i was wondering how i can achieve this same effect in Unreal 4? this was rendered in cinema 4D which doesn't translate well over to game engines, but how would you achieve a similar material in Unreal 4? A sort of "hail - stone" material i guess is…
Hi guys, So, I'm having a rocky, desert environment with a tank. I want there to be an ambient particle system of some sort to show dust in the air. Also, some dust coming from the ground as the tank drives would be good too. I don't have any plugins. Are there some useful tutorials anywhere I could use? Most of the ones…
I've seen these amazing renders all over the internet showing an untextured model with just lighting and some ambient occlusion but I cannot find any tutorials that show how to make them. How exactly do I make a render look like this?
Does anyone know why my polypaint texture is pixelated when I press "New from Polypaint" in Zbrush? I Projected the polypaint information from a higher resolution model I polypainted on and used this tutorial. https://www.youtube.com/watch?v=gR0v8dLw77c
Hello! I'm a professional environment artist with 8.5 years of experience. I'm open to taking on work in a freelance capacity! A little bit about what you're getting from me: I've been in the games industry for 8.5 years, and worked at several AAA studios, including: * Electronics Arts/Codemasters // EA Sports WRC *…
I really want to get the 3D model of my creation,hazmat annie!! but i not know use 3ds max, zbrush etc... :( If some nice people can help making the 3D character based on this concept i will be very happy :DD thanks :D
I want my filter for Substance Painter to incorporate baked environment lighting in it by default, but I can't figure out how to do that in substance designer with nodes, I know I could just do it with a normal filter in painter but I'd like to learn how this works! Any and all help would be incredibly appreciated!
Does anyone know if this is possible to achieve a shader that looks like this?: (in Unity) I'm trying to figure out how to make a shader that looks like that style (2D, deep contrast, outlines, etc) But, I am god awful at coding. I was wondering if anyone had extra time and was willing to help. Thank you. Edit: I see that…