I wouldn't necessarily jump to unity. I've used both a fair bit but am still in the beginner zone, and I think unreal is much more beginner/artist friendly. Namely because of blueprints integration with the engine. Unity does seem like the go-to choice for mobile and 2d games though that's not an area I know anything…
This is a big project I’ve been working on for a while now. The idea was to create a playable small area of the Stormveil Castle, inside Unreal, in a stylized look and close to isometric view. I’ll be using Blender for all the modeling and sculpting of the objects, and texturing in Substance Painter. The initial scope was…
Basicly its quite easy: Just import your mesh and textures, place them accordingly and create some lights. At last you'll have to use one of the camera scripts which are included in unity. Yesterday I just did my own unity setup and first test went well. The main problem with unity is, that the built in shaders only seem…
I can tell you about how it was at EA from the feedback I received on my hiring process. The hiring system is portfolio assessment -> art test -> 2 interviews Portfolio assessment There was no feedback available on this until after I was an employee. When I showcased my progression internally to seniors, leads I was able…
I finally got Unity to run again. I'm embarrassed to say I tried "everything" except "Run as Administrator" which worked. :poly136: Strange though as both Unity 2.6, 3.0, and 3.1 hadn't required this of me before. Anyway here are my findings concerning exporting from Modo 501 to Unity 3.1 using the Collada DAE, Autodesk…
Hi! If you`re using DirectX Normal Maps (Y-) with Unity (OpenGL Normal Map, Y+), what you`re describing is expected behaviour. The wiki page contains a handedness section. As far I know, Painter has some export presets for both Unity and Unreal out of the box, you can check how they`re set up.
Any development on this issue? I'm at a new studio and they have exactly the same issue. Nanite landscape and HW raytracing off. I initially thought raytraced shadows but it can't be. To be fair, the current prototype doesn't even make use of nanite properly on terrain so it's just looking ugly for no reason. Except maybe…
i generally have no issue importing hierarchies that goes 2 levels deep. but below that its either rotations or scales causes problems. i tried reimporting the same fbx back into blender and had no issues. but when its unreal engine its a problem. unity also causes problem but its generally more manageable. i like working…
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