I made PBR texturing tutorial in 3D coat tutorial recently in Youtube and also a written version. http://www.creativewithjaakko.com/2016/09/29/pbr-texturing-in-3d-coat/Youtube video is herehttps://www.youtube.com/watch?v=PrjgZgUuIMA I hope this can be helpful for someone.
I've previously worked at Remedy Entertainment on Crossfire 2's story mode in 2016 and briefly on Quantum Break. I'm looking for character artist or game artist positions. Here's a link to my ArtStation: https://www.artstation.com/artwork/qKXaD Link to my LinkedIn: linkedin.com/in/akoivisto
So I'm trying to branch out into env stuff. Gonna do a real simple building and put it into udk (heavily based on a house near me). 3ds max atm. Here's the first modular piece I have done, 512x512 & 116 tris. Too much?
Waaaazzzup! 2017 is here and I'm changing this thread into a more "whatever I do and learn thread", of course with 3D as focus. /Kihlstrand EDIT: Reuploaded all the images, smaller in size and optimized as I realized that hadn't done that. The thread should load much faster now. The first images of august 2016 and forth:
I have a 50m by 50 m plane and the pivot point is at the center of the object. I have my grid lines every 50. I am creating modular assets. Is there a way to snap pivot point of objects to the Center of a grid(square)? I am using 3ds max 2016.
Hey, Does anyone happen to have a script for Maya (2016) that will fill each object in a selection with a random vert colour? Or know of a quicker way t do this than manually selecting them one by one, then changing the colour, then hitting apply colour, repeat...
I have this weird issue with the mesh, just a single face! The wireframe is for some reason duplicated and when i drag the actual face it doesnt have a wireframe. Its not ghosting as only the 2 above wireframe exist. Using 3DS max 2016 Seek your kind guidance on this matter!
I can't seem to figure out how to get the option to set objects to origin on export and export the models individually in Maya LT 2016. The documentation for the game exporter doesn't even match how mine looks. Here is Autodesks documentation.
Hi Guy's, a small technical problem: I currently work on MacBook Pro 2016 (i7, 16gb ram, Radeon pro 580) with Razer Core X and RX 580, just thinking to upgrading eGPU card to RTX. Does anyone have any experience with UE4 and RTX on bootcamp?
Im having trouble with filling a hole on a simple polygonpipe, using MayaLT 2016 version. I only get a "// Result PolyCloseBorder1" message. I also tried to select the inner egdes, but getting the same message. Whats cause this? Dosent "mesh>fill hole" work on pipes?