Do you mean sub d modeling for hard surface props is preferred at your studio for high poly work over zbrush hard surface sculpting? I was under the impression that competent hard surface sculpting artists were more sought after considering how challenging that skill is to master. Personally I pivot between both, so it's…
Not hard when simply recording your strokes and movements on the Operating system of choice is probably the "back-door" to stealing how to achieve aspects of this "a.i.". (terminally online and all that right, never unplug your routers right? to do work? and working in a studio do they stay online always?) Not hard to see…
Gonna try my hand on the hard surface environment! Made a quick mock up in blender to get a feel for scale and lighting. Having a hard time getting the perspective and the camera positioning but ill worry about that in UE5. Now off to start working on the props!
In blender when baking with a multiresolution modifier from this highpoly: The baked normal-map on the low-poly looks like this when using "Bake from multires": These are the UV seams: I thought it had to do with UV seams first, but it's unable to bake round edges anywhere at all, anywhere on the model. I noticed that…
i live in small country which is not in EU, in balkan , so its a different standard and living system. Its hard to spoeak of wages u know, its different.