The ProjectWe are an indie team developing a medieval fantasy MMORPG built in UE5. The game is in early stages of development with a working demo.The RoleWe are looking for a volunteer 3D Modeler and Animator to help bring our world to life. You’ll be working on your choice of environment props / creature models /…
I wanted to create a convincing safety reflector material for a future project. I spent a weekend toying around with it in the latest version of Unreal. Here is a description of how retroreflectors work: https://sky-lights.org/2020/08/10/qa-how-bicycle-reflectors-work/ These reflectors are cast in transparent plastic with…
Hi! This feels like a really dumb question, sorry in advance, but i've not been able to figure it out. I'm a python user and mel noob trying to write a custom fbx export script in Maya. I need to access some of the FBX export properties that aren't available through the standard mel fbx export commands. The official docs…
In last couple of months i saw a lot of YT videos and discussions all over the internet about AI stuff and its hard to land a job as 3d character artist. So what is there a final thought on that topic?
well i will say i did ask for feedback in discord group before i went into retopologizing it and all. It seem fine. Well still I hear a lot of feedback on that so that is something for me to keep in mind for sure next time. Will continue and this was just for practice to see if i could take a lesson on sculpt, retopology…
How do you go about making floor tiles when the dimensions of the building are odd which leaves me with some of the tiles not fitting and stick out and you have to fit along a curved wall? What is the best texturing software and method i shoud use? Do i trim those bits that stick out of the building exterior and bake those…
Ok after rechecking all my textures, mesh, etc. It seems that the problem was only because at some point I changed my UV position of the part behind my pants :# ... Sorry for wasting your time. And thanks for looking with me what could have gone wrong.
That looks really sweet, love the detail in the scales and the color design. Looks like there might not be much variation in the roughness channel though? The scales seem very uniform in shininess, as if you might be relying on the normal map for all the reflection variation. Or maybe it is there, but just not enough…