NVIDIA has a new version of their GPU vidcap software, with their Geforce Game Ready Driver. Except... the videos are captured at 20GBPS instead of 20mbps! So here's what a vidcap looks like with a driving game (Watch Dogs 2) Kind of interesting, in it's own way, if you like that sort of thing lol
We are Lucid Realm Studio, an indie 3D game art team, and we are currently looking for freelance 3D artists with strong hand-painted texture skills to work on stylized armor sets with texture quality level and art direction of titles such as World of Warcraft. Project Details * Style: Hand-painted * Textures: 1 × 2K Base…
Slightly OT: Besides I don't bother with chatbots they're dopey but however do think on the open source side of things like tool wise, Real-ESRGAN an upscaler might be a goer for my toolbox. Had initially found out about it from this bloke when he made imo fairly trippy fiberglass car - https://gamesartist.co.uk/citicar/
I wanted to obtain same results as described here in the forum http://polycount.com/discussion/90858/maya-thicker-lines-permanent everything seemed to work for a while but no luck in new maya. Can anyone help (or test this in Maya2017). Also is there a way to do the same for the verteces "glyphs". Thanks in advance for…
Dear Polycounters I'm currently busy graduating for my Game Design master and i'm working on a Low End 3D pipeline with Zbrush integrated. At the moment i'm doing some research into "digital sculpting" in general but I was wondering: Where is the line between 3D (poly) modelling and Digital Sculpting for you. What does…
Anyone know why I'm getting these dark lines along the edges of my objects after I bake them in substance painter? Heres an image of what im talking about.... Is this because the edges are to hard? Should I bevel them or something or is it an issue of resolution on the UV Maps?
How are these normally handled? I've made a substance for my concrete, but I'm unsure how to add the lines inbetween blocks. Would I model them, then bake them down to normals/AO; leave them modeled; work them into my substance somehow? I know there are tons of ways, but I'm asking how would you do it?
I’m incredibly happy to finally be able to share what I have been putting together over the past couple months,so with that i'm happy to present the Hard-Surface and 3D Print Pro Suite for maya A series of 4 Python scripts used for both hard-surface and 3D print prep pipelines. The Full Master Suite Includes: • Hard-Print…
so I'm having this problem in maya no matter what it is, when i'm looking at something in the high quality rendering view. i keep getting these black lines all over the models. Anyone know how I can fix this issue? here's an example of what i'm talking about. Thanks, Mike.
Hi guys! I have a problem with the masks in DDO. I have created masks in Photoshop and it does not matter how sharp i make the masks it will alsways create a grey line between my IDed areas. Does anyone have this problem too or know what to do? Thanks! Calvin