Hello! I’m Joaquín, a 3D Artist with 8 years of experience working in the game industry. I specialize in environment and prop creation. I’ve primarily worked in realistic Sci-Fi Unity games but i've also been employed for stylized/lowpoly work. I am available and looking for remote work. I’m open to work in part-time,…
so i have a low poly mesh that has both soft and hard edges (skin and armor plating). once i import my mesh into mudbox, is there a way to keep the hard edges on selected areas hard while the rest remains smoothed? i know you can turn off smoothing when you divide, but then i have hard edges where i dont need them.
Hey everyone, I still have an issue with my hard edges :( If I Harden one Edge with the Harden Edge Tool in the Edge Properties Section, it displays me the hard edges as a green edge correctly (picture1). But if I select the hard edges with the hard edge selection tool, it is selecting all the edges around the one edge,…
The North Carolina studio is looking for an hard surface artist to join our team. Hit me up with any questions. https://jobs.funcom.com/jobs/81338-hard-surface-artist
I'm making game models for a hobby project. Some of these models is hard-surface armor. I'm making some of these armors different proportions to fit different sizes. The problem is, even with blender's shrinkwrap modifier the hard-edge outlines of the lowpoly will "slip off" the highpoly and they have to be meticulously…
Hello! I am a Junior Character Artist trying to break into industry as well, but I do stylized stuff, so I can't provide enough feedback to you. Just passing by to say that I know sometimes fell pretty hard to go there and look for a job, but don't give up our work looks awesome to me! Realistic characters seems hard to do!
Trying to bake lightmaps in Blender, but Cycles gives me these weird hard edges in seemingly random locations: There are no hard edges there, and there are no uv seams in those places either. Any idea what could be causing this?
Wow, thanks for sharing. I remember having to avoid POW when writing shaders for a mobile game, just using ADD/SUB/MULT but my blends ended up being much more fiddly and hard to finesse. Nice technique.