Game Engine Programmer We are looking for a seasoned engine programmer who enjoys a collaborative and creative work environment and is looking to push the boundaries of cutting-edge hardware working in virtual and augmented reality. The position will develop tools and workflows utilizing game engine technology on a variety…
The Third Floor Los Angeles is looking for a Game Engine Developer. The Third Floor was founded to help inspired filmmakers realize their creative visions. By creating highly detailed previsualizations, our animators & artists hold an impactful role in the film-making process. At The Third Floor, we work together on some…
Kirarito Inc. is looking for a texture artist for a VR project environment. The textures will be used on a Unity project, so it is important the artist is able to check the results inside Unity. The style should be something similar to the Overwatch environment texturing, with normal and glossiness maps. If interested,…
Hi guys. I'm trying to make an RPG style (Base character + various items on top) but the items don't conform to the animation in Unity, they are static, whereas in Maya they animate. So basically; Item mesh is skinned to a bone (Head) and painted correctly. When it imports into Unity it is visible but doesn't animate with…
Our pipeline is moving fast and we need more bandwidth in regard to our level creation. You would be working for an art director responsible for the overall direction and feel of the levels you would be working on. You will be building prefabs (POI - Point of Interest) that will placed throughout the game. Here are the key…
Game Engine Programmer We are looking for a seasoned engine programmer who enjoys a collaborative and creative work environment and is looking to push the boundaries of cutting-edge hardware working in virtual and augmented reality. The position will develop tools and workflows utilizing game engine technology on a variety…
I need to transfer UV from initial low poly to dynameshed mesh from Zbrush . I usually use Data Transfer modifier in Blender for this . It sometimes does subtle mistakes around UV seams but usually it still works fine for further detailing in Zbrush . Gemini tells me 3d max got a massive update in 2026.1 version and now…
Problems with exported maps in unity: 1.metallic map that coming from substance painter too metallic and dark 2.roughness map too much shininess . Here is fix https://forum.allegorithmic.com/index.php?topic=4335.msg20602#msg20602 But maybe possible do embedded calibration with unity in "export all channels"
Just to make sure, you're using Mikktspace to bake right? I'm doing some research here and it looks like Unreal and Unity both use Mikktspace, but Unreal calculates binormals per-pixel and Unity doesn't. Currently, Toolbag always uses per-pixel with Mikkt. We'll look into adding an option for this.
what will be your target engine? i mean if it is unreal or unity or even marmoset then you can really ignore the FBX tangents. export only the smoothinggroups and maybe triangulation if you didnt have it triangulated beforehand. unreal unity and marmoset support MikkT as much as substance painter does, then it should be…