I would NOT apply your bake to low poly quads. Your triangle orientation from the bake should exactly match the triangle orientation of the model it is applied to. Leaving your low poly as quads will force whatever 3D program it is viewed in to triangulate in its own way, which may result in a triangle orientation…
It'll re-import the materials as defined in the FBX (or create new ones with the material names in the FBX file if one doesn't exist). You can't change the materials applied to the source files (other than re-exporting the source file with the correct material name applied to it). What you're doing is changing the material…
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Hey guys, im creating a gas pipe refinery theme interior. I have alot of pipes with bolts and the bases. Im trying to think how i can have the same UV to all bolts, if i create a single 6 sides cyl, and use REFERENCE to copy it a ton of times when i got back and apply a UV Unwrap to the original nut, will the unwrap be…
I'm having this weird issue in Maya 8 when I apply a second color map. Its on the 0 min -1 max U space and 0 min 1 max V space in my UV texture editor. From the way I learned to do it in Maya 7, I would select the UVs in the coordinate space, change selection to faces, then right click the faces in perspective veiw and…
probably depends what you're applying for - freelance work doesn't prepare you for 3 year project cycles or navigating the stormy seas of getting shit done in a studio environment so if that's a priority to the people hiring you're screwed freelance experience on top of the requisite studio experience would potentially…
As throttlekitty says it's just extra space and for game models you will only really care about the upper right part. In VFX they use UDIMS which go off the 0-1 space but we don't typically use those. As for your questions on materials, no they're handle on a polygon object basis not specifically a UV basis. Picture a…
I think your attitude has everything to do with getting hired in the gaming industry. Right now, I have a phone interview next Tuesday with a company across the company for an entry level Environment Artist position. I am going to continue to apply everywhere until one company says "Come on over; you are hired. Welcome…
1) Make sure the objects are in the same place when you export as FBX. If they don't share the same space the high poly will fail to cast to the low poly. It looks like they are so that probably isn't your problem. Note: FBX treats the world scene origin (0 0 0) as the pivot for the objects when you export. If you have a…
Hey there, your low poly characters look great to me. If you are applying for jobs on the PSP, DS or Wii or something I dont see why you cant pump out characters for those consoles. Your diffuse texture work specifically is really good throughout your low poly characters I think. Your environment work looks great too,…