Web Developer (Interactive 3D / Three.js) Location: Remote Company: HeartStamp Type: Fixed Bid Contract ($USD) About the Role We’re seeking a Web Developer with deep expertise in interactive 3D experiences — someone who can deliver buttery-smooth, ultra-realistic scenes that scream luxury. You’ll be responsible for…
3ds Max baking is highly dependent on the material you use, and the renderer you choose. Those have to be in sync for the BTT options to actually work. What are you using for Material and for Renderer?
@Eric Chadwick I spent today learning how to actually make my own trees using the resources you sent me. @TheRedFish Due to me making them myself they actually use in Unity what we call a Lit texture from the Universal Render Pipeline which means they can actually cast shadows - which was an issue you mentioned before. I…
Been throwin' down some colors on this bad boy: This render has diffuse (and AO) and normal maps, and is just using default lighting. At this point I'm trying to figure out which direction I want to lean towards with the texture - realistic or stylized - and how far in that direction I want to go. I think I'll probably…
I went about trying to change the pattern, but any of the others that I'd rendered only came closer to the Royal Paladin than this version did. Finalized weapon: http://steamcommunity.com/sharedfiles/filedetails/?id=691048181
Hey BestArt well done on finishing your character! Some stuff that might help: in this case the amputation doesn't help. It doesn't help the narrative of the character. The render at the top is pretty flat. There is no drama and it isn't very interesting to look at. The bottom render has some real potential except it has…
You mean the window doesn't come up? Or "nothing happens" when you hit render? MoP covered the first I'll tackle the second. You have to do some set up in render to texture. Make sure to "Add" the "Ambient Occlusion (MR)" map to the "output" rollout, it will also help to specify a File Name and Type as well as the…
Hi! I think ziz makes a good point, the environment would benefit from some more geometric detail. I would look at the silhouette of things, that those don't read overly low res/ facetted. Situations that silhouette the most would be probably edges/ corners. I think generally having more geometric detail around camera/…
Tons of progress this week!* split out input and rendering into different loops. input is captured at 1000hz, and rendering happens at monitor * refresh rate. * caching input to handle the above ^^ * brush presets! * layers! * compute shader compositor! * svg icon rendering to atlas (yet to be used) * progress on the…