Well All I know how to use is the diffuse map, and I don't know what the other maps do, and I was wondering if anyone could tell me or show me examples of how to use them, and what there used for...
Hi guys! We need two artists who are able to create photo realistic highpoly assets for a documentary. The assets will later be integrated in real filmed footage. You should be experienced in this field so you know when and where to use details depending on camera angles and view distance. Also its important that you know…
If someone wants to have a look at my files: here is the dropbox link, with every module as fbx, the 3ds Max scene and my trim normal texture. https://www.dropbox.com/sh/lvhkjptqgh5bfk0/AACCNMbOCMOCbyHMpEz3V5Tca?dl=0
Sorry if this is in the wrong section, new here.(If its the wrong section can a mod please move it to where it fits?) but I've been trying to figure out what these maps are from Space Hulk: Death Wing, a game running on Unreal Engine 4. I've tried putting them into UE4 SDK but I'm not very sure if i identified these maps…
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'Sup, I'm Video James! I've worked on AAA titles such as Call of Duty: Advanced Warframe and indie titles such as Wasteland 2, and have served as a judge for stylized art contests on Sketchfab! I can work in a wide range of styles and specialize in creating exactly what YOU need! Check out my portfolio and see if I have…
Interior done (for now), please do give any feedback on this, thank you! One major mistake I made is that I used a lot of 4k texture early on and now I’m running out of texture streaming budget. I’m currently getting the shimmering texture artefact on some of the props. I tried changing the anti-aliasing setting as well as…
Hey, I have a high poly Overwatch styled character and I'm looking for someone to retopo it to around 35-40k triangles. You must be an expert in this job since the character will do lots of stretching and must have a very good topology. Message me with your rates and previous work if you are interested.
OR how to make max and p.s. not sh*t themselves when using a 2048... anyone have any helpful tips/workflow advice? right now I have a model displaying normals in viewport, and that alone makes it chunk (especially when I hit undo). (Ive heard of another method of making normals show in viewport besides the metalbump 9…
There's no real reason to not use UDIMs - it's just another texture set as far as painter (and anything else) is concerned. In painter they can be named and export presets can be built to output whatever file names you like (on the most recent versions at least). We're actually using the UDIM workflow in painter quite…