Hi everyone! My name is Marwan, I’m an Environment Artist and Co-founder of Remesh Games. As an Environment Artist, I’ve always found it annoying to "pollute" my scene just to check an asset. Dragging a mesh into the hierarchy just to see its stats or animations—and then having to clean it up—is a waste of time. To fix…
"...I am considering Blender. Which one might give me the best results (I guess things to consider is support and resources in learning the programs so Blender seems appealing for my main 3d package)." I'd agree, indeed worth keeping in mind at least, it's "Jack-of-all-trades-master-of-none" acknowledged philosophy would…
Well having made games for a while, I'd say it isn't dead as I still use it! On a more serious note SUB D is just one tool and approach to highpoly modelling that is available - techniques will differ depending on studios and artists. I'd say that it is a pretty useful skill to have - not all studios will have licenses for…
We Are looking for colaboratos! Join the Weird Forge Studio Team Founded in December 2022, Weird Forge is an independent studio from Spain born from the ambition to create a deep strategy experience for seasoned players. We are currently immersed in the development of our first major project: a Dark Fantasy PVP Turn-Based…
Off the top of my head ;) [ame] https://www.youtube.com/watch?v=LpLBzV9uG0Y[/ame] Texturing - Traditional Shaders to PBR Shaders: http://www.marmoset.co/toolbag/learn/pbr-conversion General Rules: Only colour Info In Albedo, no more lighting info overlayed (AO, PRT etc.. although depending on style, some cavity can be…
Every example scene I open in the editor seems to be slow. FPS 20-30 and in cinematic mode 10-20 FPS. I have a 16-core 4.3 GHZ CPU and an RTX 3090. I know I can lower the resolution, but even then performance is still not good. Does anyone know what could be the problem? I am using this free…
Hi! I'd note the couple of seams currently on the head would show up when using detail maps (unless masked). And I think generally straightening UV borders (where it makes sense) will decrease the likelihood of aliasing artifacts showing. As an example, here's UVs from an old Metahuman head I had lying around: Borders are…
Holy shit... That looks like a still from an anime, especially the third. You hit the nail on the head. You need a black cat on the fence, highschool kids in uniform, a parked moped (Mostly joking). What would really be icing on the cake would be little nods or easter eggs. A death note laying in the street with an apple…
there's a very long list of things that could have gone wrong. but none of them are the skinning part. see if it works with 4 or 5 bones in a chain, if not there's probably a transform somewhere that's upset
I mention bevel shader in my breakdown and since there is this excellent technical article about it I thought I'd link it here as well. Might be handy for people who are not familiar with it but want to see the pros and cons and how it works. :) Small side note, bevel shader is not something "new", it has been around for…