Hello there, this is my first time actually making a Polycount account to actually post here (I used to browse around the low poly thread a few years back). I'm aware as a new user, some people may look the other way at my freelance job post, so let me clear up a few things about myself before I give a brief summary of my…
3D General Artist - In house. Full time & Contract roles available Lockwood Leamington UK, part of Lockwood Publishing, is looking for a 3D Artist with strong 3D mobile and Unity 3D skills. The ideal candidate has a minimum of three years experience producing 3D assets for mobile games and expertise setting up and…
// current status: // Forearm in Unity Web player >> Hi I decided to learn some modelling for games and found this great forum. Lot of information about essential things that I have never heard (like normal maps) Here is my concept, I did it about 2 years a go (for flash game that I will never Finnish). This is where I'm…
substance painter 2 crashed while I was painting some color and Opacity in the blended alpha mode. The project does not open now. is says... [ResourceExportPreset] Failed to load export preset 'Additional maps' [Invalid binary data] [ResourceExportPreset] Failed to load export preset 'Amazon Lumberyard' [Invalid binary…
Hey all, I have a question regarding the SmartResym in ZBrush: When I try to fix the symmetry of my model with SmartResym, my mesh gets screwed up. Tried to center the pivot aswell as did 'unify' to have the model completely viewed in the preview window, not working. Is there any solution to this? (You can ignore the arms,…
Sorta, bit it doesn't work well . I tried to go that hi pass way . blur a bit and treshold dark lines and then add white value to initially highpassed picture ( right in my example) to isolate cracks only and clean small dots noise but it kills a half of tiny crack lines too. then I tried to expand /bevel what left of…
Here we go. I wrote some unity custom tools to build a mapping layout to map my incoming bone indices to the ones from the original models. The rest is done via UtinyRipper for extracting the complete assets content and Unity Assets Bundle Extractor for replacing the files within the original pack file with the new ones…
Unity's faster than unreal, and less restrictive (without investing heavily in modifying unreal's source) might want to have a look there. Unreal is best if you're doing epic stuff stuff the epic way. Unity by contrast is pretty blank slate and with this year's new scriptable render loops, they've exposed a hell of a lot…
Hey Synyster; I stumbled across this while I was about to start a similar project. I built the beachhead and temple in Unity 5 a few months ago and was more or less planning on porting the assets across and continuing within Unreal. Some screenshots from my Unity version: Would you be interested in perhaps merging the two…
To be honest, the search started out as an attempt to find out about some nice Unity plugins/assets that might help me out on my own Unity project that I've been busy with lately. I generally support Polycounters' work by buying whatever stuff they have to sell and I usually end up with something great in my hands. Also…