Hi guys, I have 2 problems to which I cannot seem to find a solution. Hope someone can help me out. when I UV'd my model, all checkers were equal and looked perfectly fine all throughout the model. I exported my low and high poly. Opened the low poly in Substance painter and then baked my High poly model in it. So far so…
I need to make an edge detector for normal maps in the material editor. I’ve figured out how it would do it in theory. It would look at the Red channel and it will look at each pixel and then it’s neighboring 8 pixels. If one of them is significantly brighter or darker from a certain range that I can set, it will be turned…
Really interesting. Besides the fun technical limitation of these being vector- and mouse-made, I feel like such studies might also help with memorizing material rendering/surface behavior to reuse later when rendering concept sketches made from imagination. Cool stuff ...
Hello everyone, I've finally decided to join the rest of you and start exploring digital format for the first time. I have studied traditional figure drawing and anatomy in the past, but when it comes to digital format, I'm completely clueless :pensive: The work that I will be focusing on will be primarily Character…
Hi everyone, We're currently building a pool of 3D Environment artists for an upcoming project and ongoing work after that. If you're looking for a stable, long-term studio to collaborate with, this could be a great fit. Rates are negotiable based on experience and quality of work. Rates are negotiable based on experience…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
Hello! I'm working on a project using the Standard Pipeline in Unity.The artist has sent the follow textures along with an .abc grass mesh: But we have been using the Autodesk Interactive Shader which looks like this:Where do the Displacement, Opacity, and Translucency maps go? Should we not be using the Autodesk…
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…
Hi PolyCount, For my University dissertation I am looking at two options for my research subject. My current aim for when I leave is to be an environment/ asset artist so I'm going with a subject that I can benefit me in this area. 1. My first idea for research is looking into Physical Based Shaders and material as they…
I am working on a way to materialize Low resolution 3d poly-models and i need programs that can possibly take a 3d model, fill it up with triangles or other straight lines (or show the ones already in it), and calculate the corners in these triangles. I'd would like to adjust the resolution or something, so I can kinda…