Greetings! We are developing a premium browser-based 3D configurator for fiberglass swimming pools and are looking for an experienced realtime technical artist / game-ready asset specialist to assist with optimization, retopology, material conversion, and realtime rendering workflows. We need someone who specializes in…
The write ups for game art aren't as good or as solid as programming resources. There's a few reasons for it. You always need a visual example for art related terms and descriptions. Game art is constantly changing, things written even 5 years ago can be really out dated. The polycount wiki is a decent place to start, lots…
For a university project we want to use the Metahuman facial rig on our own characters. So far I have managed to detach the head joint from the Metahuman neck in Maya and attached it to a root joint at the centre of the world. I have also managed to import some mocap animation from LiveLink and applied that to the…
@Wardana you can render the flowers down into a card. Arrange the 3d pieces and bake them into atlases. We would do it using custom tools like these: https://youtu.be/aZJQuHZQakQ?t=1511 but you can just render them in Unreal directly and just take screenshots of the viewport render passes to make a full material :) You'll…
Hi everyone, I have started to have an issue that did not exist before. I have a vr scene made in UE5 with just basic functionality. I have one 1 movable directional light and 1 stationary light, the rest are static lights that are baked using the GPU lightmapper. Everything works well on editor but when I make a windows…
That's a pretty cool idea indeed, and could be a handy compromise. If anything one great side effect of this technique (as a whole) is that changing things down the line later if needed is really easy. I recently had to revamp some of my source textures in order to unify a bunch of assets (completely changing the location…
I'm rendering a face in Marmoset, she is already textured and i wanted to change some wrinkles in her face in zbrush, do i need to bake my normal map again after i do the changes? Thanks!
Hey everyone, I’ve started working on a new practice prop. Its a chemical/paint waste disposal bin. I found this one and thought it would be a great study piece because it has a lot of subtle form changes, surface damage, and material storytelling. My goal with this project is to: * Keep as much real-world detail as…
Before you read this thread, please be sure about the following terms: - This Presentation shows progress for a fake Video of Team Fortress 2 containing all kind of characters, maps and objects from Team Fortress 2. - This Video doesn't use any Real-Time-Engine. It also contains elements which needs a lot of Rendertime! -…
This is a basically complete clean texture. I haven't applied any grime whatsoever yet. Maps (Originally 2048x2048) In order to save UV space, the left side "FARA" intake warning and the numbers on the wings are actually separate objects, slightly raised above the main mesh. They are cut straight out of the main geometry,…