Circuits and Shields (UE4 MOBA project) recently has undergone a slight art direction shift and is in need of a skilled 3D character artist to resculpt our current models and re-do them. You will be given the ZBrush sculpt and will need to take that, resculpt, then make game-ready and texture (we can have someone texture…
I think it s actually xgen causing the problem. as a soon as i start sculpting any hair stuff this bug/freeze hapens after about 10 mins if i am just usign maya without xgen there is no issue
Also, if you're baking a normal map from those high-resolution sculpts, then it would make sense for you to sculpt the striations into those. Another reason to consider using tiled textures, instead of sculpting unique whole-rock normal maps. What's the current texture resolution you're using for each rock?
Hi I’m having this annoying problem with polygroups and wondering if anyone can help I’m sculpting bricks on a lighthouse And I’m trying to re set up my poly groups so the side of each brick are in the same group so I can sculpt the edges and add damage I’m having a weird bug and whenever I have one particular polygroup…
Hmm, from the game screenshot, it looks like it's a four-sided system of blades: But if you wanted to just make it two-bladed, I think the middle part as you've sculpted it is too thick. (Oh wait, nevermind, I didn't look at his other hand!)
Hi, i am a solo developer working on a survival game in unreal engine. i'm looking for a creature artist to make multiple creatures. all creatures have fur. I will provide references for creatures. Schedule * Start date: ASAP * Freelance / remote When Applying, Please Share * Portfolio / creature work * Rough price for…
Can someone tell how close Unreal path tracer could be to Octane or Red Shift for rendering images , textures, backgrounds ? I am quite tired of Octane quirks lately . So would like to ask if anyone use Unreal rather not as a game engine but more like a regular renderer? Can it output usual AOVs and do render layers ? I…
If I do Sub-D modelling which lately tends to become preferable for some uncertain for me reason. The hi to low ray tracing baking IMO is redundant at all. Usually Sub-D model is easy to unwrap and bring to sculpting already unwrapped . So baking just surface as world /object space in exr image and then applying that exr…
I switch between the mouse and a Wacom tablet whenever I'm doing 3d. If I'm sculpting in Zbrush then of course I'll be using the tablet 100% of the time. But when I'm in 3ds Max I often use the tablet but will sometimes switch back to the mouse if I need to do precise clicking. Same when I'm in Topogun retopologizing.