I am trying to texture map a new model that I created recently (I am using Maya). I always see other artiest can texture map head and body seperatedly. So I wonder how was that done? Because when I created a UV set, the head and body would be connected. Even assigning different shader to head faces and body faces, the…
Hi, I'm a Uni student creating an essay about creating game ready assets. I have done some research regarding this topic, but It's for an essay where it's required, I get someone else's input. These are some questions that I hope some people from industry can answer. When it comes to creating normal mapped baked objects,…
Mercurial Dance are seeking a freelance 3D Character Technical Artist to support the development of VR game characters for EmbodyXR® Your Role You will create 5 x 3D VR ready human characters from our concept designs. The role focuses on the creation, rigging, optimisation, and technical preparation of stylised digital…
Really solid stuff, heh. Glad to see devsusing UE5 while not falling for Tim Sweendley's marketing slop, and doing things the way they're meant to be done. The art of optimization shouldn't and can't die. Nanite was not invented so everyone could import infinite density meshes and just let the engine handle it, costing all…
Knowing how important it is to keep honing my skills as an environment artist and 3D modeler, I spent my free time over the last few months building this retro, Mid Century-inspired secret laboratory. Although I have years of experience in Unreal, I wanted to keep expanding my knowledge of its systems, especially the ones…
Hi, this my first time posting here in Polycount, and my first time creating a set for dota2, it's also my first time creating anything in 3D so yeah.. im a total noob xD anyways im posting the concept of Dota 2 set that i will be creating so i could get some opinions and maybe some constructive criticism.
https://www.youtube.com/watch?v=WE3_pqw-KNU&t=2s Hi everyone, I’ve been working on Hairflow, a specialized 2D tool designed to bridge the gap between sculpting high-fidelity hair and the tedious process of creating hair card textures for real-time engines. The philosophy is simple: Groom in 2D on a flat canvas, and bake…
Hello, because I always had problems with the icons in my own game and the creation of icons in other programs is more time consuming, I have created a user interface with which you can quickly and easily create your own icons internally in the Unreal Engine 4. Now available in the UE4…