@gnoop, it just occurred to me that you've been using them for years in designer, it just doesn't mention it Using max() blend mode to combine heightmaps is exactly the same as using min() on a pair of SDFs that represent the same surfaces. (Invert and rerange to -1:1 to get the SDF) It's mathematically more convenient to…
I (programmer in Unreal Engine) would like to cooperate to make game asset packs that also have functionality and can be used out of the box by the customers or easy modified and adapted. For the design and modeling of the assets I am looking for a versatile artist that is able to do concept-art and build models in…
TL;DR (How can Substance tell whether or not I unwrapped in Blender again after triangulating an overlapping UV? Overlapping UVs are fine. Overlapping triangulated UVs are fine. Changing UV triangulation is fine. Only on overlapping UVs, changing UV triangulation after the unwrap in Blender is NOT fine.) --- After a lot of…
i did this primarily because I'm going to need it at work on monday but it's a neat enough trick that it's worth sharing here generally speaking I don't do a lot with fx-maps. most things can be done better in pixel processors if you apply enough maths but in this instance I will need to take advantage of their inherent…
Happy May! Once again, very cool concepts :star: I wanted to try out the eye, specifically have it track the player/ camera. First, blocked it out in Unity using primitives and worked on the functionality. Put the eye into a squashed container so it gets flattened and used a look at constraint with the camera set as the…
We are looking for 3D artists and coders for our game Rotting circuits. It's a open world sandbox survival game set in 2050, think terminator meets the walking dead. As a 3D artist you'll be working on the following in no particular order environment fabrication, prop fabrication and character creation. As a coder you will…
Small update / extra question: Thanks again for the suggestions. I looked at a few portal VFX tutorials, but most of them are more focused on Niagara particles or gameplay portals. What I’m still struggling with is mainly the material/shader structure itself. Right now, my biggest issue is that the portal still feels too…
Informative and I suppose adaptive as well? I'm curious because at the moment leveraging the KitOps addon feature, specifically it's embedded procedural PBR material system too texture raw HS geometry in order to 'previs' conceptual content, primarily via shader channels so yes I'd agree can be bit of a time sink fiddling…
Hey everyone! Thanks for checking out my post. My name is Arthur, and I’m a 3D Generalist with 4 years of industry experience, currently available for freelance and contract work. I operate as an individual sole proprietor, managing a fully licensed 3D business based in Brazil. This means I am fully equipped and…
Is there a way to create a Y-junction renderable spline in max? Currently when I try to weld the 3 verts at the centre of the Y max only welds 2 and refuses to weld the last one.