Hello all, I'm not sure why this is, but when I am trying to view my Substance Designer creations in Toolbag 2, I was under the impression that we could just use the actual SBSAR file in TB2 and get a 1:1 between different programs. I'm aware that the shading models between different PBR setups could be different, which…
Okay, so I've run into a situation where I would like to render a baked normal map on my mesh with Mental Ray. I'm running into some strange problems with the rendering itself. Uploaded with ImageShack.us For troubleshooting purposes I have tried to completely blank the normal map (i.e. make it the default blue/purple…
Hi everybody, I'm working on revisiting the character of Vegeta of Dragon Ball for my Dissertation in 3D games modelling. Those are the concepts I've done and I'd like to have some feedback before to start the modelling process. I've spent a lot of time trying to achieve the right design for this character, the aim was to…
Hey everyone. Well, I'm coming from an organic modeling background, and I'm working on my hard-surface skills now... I know all the basics, I understand topology and how to handle everything... how to harden a surface by using edges well, etc... But I lack some knowledge in how to "solve" some more advanced creasing…
Full Court Tennis (FCT) is building a pro-level biomechanical analysis engine. We are seeking a high-level Technical Artist/Engineer to build the bridge between raw iOS skeletal data and high-fidelity MetaHuman avatars in Unreal Engine 5. Budget : 50-100hr depending on experience The Role: This is not a generalist role. We…
Hi Mehdi, looking good! :) For the retopo, you should first decide the polygon budget your aiming to. This depends on what you want to practice on. So for example a big console game can go as high as 300k per "hero" character (with hair cards and high definition faces) while a mobile/esport will be much more conservative…
Hi everyone I'm making a pretty big scene of a city in UE5, using realworld terrain data. So the question is what is the best approach to make roads and pavements? There is a lot of them, and the landscape is curved a lot. As I think, I could model roads in Maya for example, and adjust the landscape to it. But is there any…
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Hi! You would need to use an appropriate shader in order to render an object correctly with an object or world space normal map applied. In the second video you can see that in the Blender material the space of the normal node to "object". Then of course the handedness of the normal map also has to match the software. So a…
Hi people. I need help or tips with an issue I'm having with normal maps related to the angle of the clusters in the UV mapping. Here is an example (ignore the wasted empty space in the UV): Since every slice of the octagon is identical, I want to texture only one slice and clone it 7 times with a rotation of 45º and then…