MetallicSmoothness maps have the roughness maps inverted as mentioned. The packing is a little different to Unreal. the alpha channel has Smoothness (inverted Roughness map) information The metalness are the other channels. Usually it's the same information in the R, G and B. The normal map is openGL and the Green channel…
It certainly is possible. Portfolio quality is the most important thing, next is experience, then social skills (since projects are usually a team endeavor). You may have trouble obtaining a work visa though without finishing primary education, check with France and Canada immigration.
Hi Bartalon! thanks for the reply :) Ok well this happens to every model i produce especially when I bake my maps!. So il give you a run down of my process just to see if there is a flaw within that. I make my high-poly,subdivide with turbosmooth, do my topology 'each part having a different smoothing group' then UV map…
I use 3dsMax and Blender so my feedback is based on those 2 tools and TexTools which I created. * I would unwrap the model all as a merged mesh instead of separated pieces (just faster). I used to do this even with Headus UV layout with very complex scenes, its just a lot faster to do it all together and later seperate…
weekly checkins sound good to me! I usually weigh myself on saturdays or sundays. usually saturday though. since saturday is usually my drinking night. plus, weekends are usually when people splurge, so if you do it saturday morning, then you dont have to worry about blowing your weigh for the next day. and have the rest…
This is a bit "nerdy" :) I added some custom attribute handling to my max com server so I could attach values to objects so I could change those values with out having to recompile the prototyping utility client app all the time to see the effect. so the client app grabs the spline and the attached custom attributes...…
Also usually the mesh parented to the armature in the outliner is a a child in the hierarchy.. here there seems to be the armature selected first and then eyeslashes in the Retopo collection afterwards (different shadess of orange).. so this means: you are weight painting on the eyeslashes.. and not the hair of the model…
@Alex_J Thank you very much for your quick response! True, grouping by type can be considered redundant given that the computer is already good at doing this on its own. However, grouping by “use” does make some sense. Rather than use, the appropriate word would be category. We can create models that we usually find in…
Its usually a don't ask don't tell approach that I have personally seen happening while contracting even for legitimate (registered) studios. To your question perhaps there may be a way for them to trace the origin of a file to its source and to the pirated software that was used, though usually its not the file that lets…
Adrian, for future reference, most forums have support for BBcode. To put in an image, it's usually . As far as AO and CA is concerned; I usually look at things like that in terms of hierarchy: Cavity is local, whereas AO is more global. Therefore, I consider AO to be higher in the hierarchy. So I usually start with the CA…