I’ve been a lurker on the site for a while and thought this
would be an ideal time to post. I’m setting up a blog that’s going to focus on mainly concept
art and illustration. So we’re looking at review of books, interviews, possibly
art supplies etc. My question really is with interviews and getting artists
work featured.…
Well, if your main concern REALLY is to make a portfolio peice, your focus should be making it look good in the format its going to be viewed, and thats at a relatively low resolution in still images. Since that is the case, I would really like to see just simple screenshot of your highpoly, at about the correct size and…
I just picked up the model pack to take a look at it. The OBJ file you'll be importing into blender won't have a bone structure set up, so you'll need to follow a rigging tutorial to be able to animate the characters. For rigging and animating, I'd recommend this tutorial:…
Hey guys, I tried to make a single mesh object with just one texture -- in this case a little radio device -- and on the device I tried to give it a transparent glass screen and underneath it is a radio station readout. Everything looks perfect in Substance Painter but when I pop it into Unreal things go a little wonky.…
i had to think really long for the titel-subject ^^ almost not a speed painting anymore ... time estimation: abit over 2 hours ( wasted too much time cleaning outliens with the 1 pixel brush )
You should let us know what software are you using. But I will just guess you might be using 3DSMax. I barely ever render stuff, much less in wireframes. But I'd do it this way: 1. Create a new standard material and apply it to all your meshes (or the ones you want showing as wireframe). 2. In the Material parameters, at…
Hello! We are a brand-new team called Desperados (yes, we really are desperate). We are working on a new game mainly for fun and to gain experience together, with the goal of publishing it one day and creating many more games in the future. At the moment, we are looking for 3D artists (at least 2) to help us create assets…
I'm using (and prefer) Modo, but I have a project that requires I export from Maya. What is the right equation to get Maya to recognize my Modo FBX files at the right scale. I've tried the typical x100 and x.01 but it must be something else. I've also set both of the in-app units to "inches". Anybody know the answer to…
This is with lo and hi poly together (lo in pink): here with the cage: and here is that section in the baked normal map: To me it looks like the protruding low poly is getting baked too. When setting up the projection, I select PICK and select only high poly objects. Any thoughts?
erm not true if you export smoothing groups in you obj options im sure i have not come across this...maybe play with you export settings and check in xnormals veiwer that the settings are coming out correctly dont use maxes normal baking its tangents dont work aswell as xnormals, mayas etc for most realtime…