Hello there, I'm trying to find a way to apply crying animation to a ready skinned-bonedbody :) Found out that it is easy to do with Path deforms (made it similarly to https://www.youtube.com/watch?v=R4h-hBrMbUs this tutorial, but now I have no idea how to get it into Unity since fbx export disables all WSM modifiers from…
IMPORTANT: This is a full-time position ON-SITE in New York City Fauna Robotics, an Amazon Company We are looking for an experienced Technical Animator / Technical Artist. The Amazon job title equivalent of this is: 'Design Technologist' Job description We are seeking a Design Technologist to define the expressive motion…
Hey, We are currently looking for an artist to work remotely for 3 months +, solely working on realistic hair for (Humanoid) Characters. Modelling, Texturing and then implementation into Unity. UNITY EXPERIENCE IS A MUST. The look we are going for is Uncharted 4 style hair. We are an Irish Games studio working on cutting…
I have recently started working more with Unity engine. It's rather fun to work with so far and an easy to use editor. However coming from an Unreal engine environment it's a big change. So naturally I have a few questions: - How do you setup the grid to be smaller? It's so large compared to my models, or am I just making…
Im currently messing with Unity with the intention of building a little game. Now thay may be a way off yet as im very much a beginner with programming. I learned the real basics of C but never anything game specific and nothing object oriented. Ive picked up a couple of really great books on Unity, which, along with the…
My normal maps exported out of substance painter are inverted when applied to the standard shader in Unity. In Substance Painter the details of the shoe are raised up from the surface: And in unity, the normal map is pushing the same details into the mesh. I see this issue has cropped up for others, and the solution always…
Depends what you mean really -- using files from toolbag inside of unity? Your mesh and texture assets will of course transfer across, the standard shader is very similar, and with the correct IBL it should look very similar. It's lights and rendering outside of that is different though. Marmoset attempted this a while…
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Hello. Below you can find 2 snapshots. One from UNITY and one from QUIXEL. Maps are exported by quixels "Exporter" in metalness workflow. -16 bit -.tif Can somebody help me get the assets look the same? Not sure what is wrong. Let me know if you have any questions about settings? link to asset optimised for Unity below (I…