I dont even think there is a correct term for this, people just say 'stacking uvs'. I never tried this with sp but if it cant handle stacking, just do one link then go back to your 3d app and hit array (or whatever the the app calls it) to make your copies. Unreal Studio recognizes instances so its great for repeating…
Hi guys I trying learn more indepth texturing, I read PBR guide from substance and cant understand some topics someone can explain what color should be in specular channel in spec/gloss workflow in SP for mud, dirt, rubber and other non metallic materials or it should be always grey? for metalic there is clean answer…
Thanks everyone for the kind words and the great questions! Let’s dive in. Working in VR is truly like walking on a razor's edge. It’s a technical hell where every decision must be calculated ten steps ahead. Performance requirements (high resolution across two displays + high frame rates) leave no room for error, and you…
Great progress! You need a reflective environment to properly fine-tune the specularity of the plastics and the glass. Roughness separation will go a long way in making this feel juicy!
I think you really nailed the concept and the overall shapes, great job! But the material is too clean, you can't really tell the difference what is what because it's an almost universal roughness value for all of the objects. The head itself doesn't look metallic, which is strange, did you check the values in SP? I'd work…
Hey iam717. I tried in the beginning. It's a tough sell to bring anyone experienced onboard. I have $0 to spend on salariesNo publisherNo history of ever launching my own game solo If someone came to me with this pitch I would say "NO THANKS". The game is almost done, by the time it's released it would mean I have spent 2…
Hi all, I’m an Art Department Director at a game studio, and we’re specifically looking for a very fast character rigger to help us evaluate and improve our rigging pipeline. Speed is the primary focus here. We’re looking for someone who can turn around solid, game-ready rigs quickly and consistently. Phase 1 (Paid Test…
I love this. The execution is really strong, and the prop work and modeling are great. Overall, good job.I freaking love Lisbon and Portugal, and I’ve wandered these streets a lot, so you really captured the vibe. One thing that can elevate good work to fantastic work here is values and tonemapping. Let me visualize what I…
NothI don't do much of a character modelling lately , more of environment stuff: walls , rocks , tiling surfaces , etc and use Zbrush more like a manual touch to SDesigner. To fix taste related things. To weed out some obviously procedural looking things like slope blur produced erosion or curvature edge masks. Once…
I would push it further than life is strange did it, but still notice how the shadow beneath his chin is reddish hue instead of the darker brown: Even here - the red from the cheek is almost the same hue as around her jawline: You can see it a lot more pronounced here in Spiderman. Especially the ears, but also nostrils…