Why do my textures look like this when I export them in Substance painter 1.7.3? This is a hand texture and that light part is the palm. What is that stretched out noise? This happens with every texture I export.
it sort of doesn't for your player character unless you take the piss - and by take the piss I mean you have triangles that are smaller than a 2x2 pixel area of the screen or are a giant mess. geometry is significantly cheaper to render than almost anything else you can think of not saying you should. just saying you…
I thought about designing a setting belonging to a faction of eco-technological Buddhists. "A floating city on a lake, woven together by canals, cultivated gardens and biotechnological temples in its surroundings. It is a place that blends antiquity with the future, commerce with harmonious coexistence with nature" Full…
Contract 3D Artist & Animator (Low Poly, Web Games) Type: Contract (remote, flexible hours) Company: Mid Games Inc. Mid Games is an independent studio building fun, accessible multiplayer web games played by millions of players worldwide. We’re looking for a contract 3D Artist & Animator with strong low-poly expertise to…
Contract 3D Artist & Animator (Low Poly, Web Games) Type: Contract (remote, flexible hours) Company: Mid Games Inc. Mid Games is an independent studio building fun, accessible multiplayer web games played by millions of players worldwide. We’re looking for a contract 3D Artist & Animator with strong low-poly expertise to…
I mention bevel shader in my breakdown and since there is this excellent technical article about it I thought I'd link it here as well. Might be handy for people who are not familiar with it but want to see the pros and cons and how it works. :) Small side note, bevel shader is not something "new", it has been around for…
Hey everyone, I’ve been experimenting with creating a diamond PBR material with prongs. I managed to build a decent version in Substance Painter, but as expected it only really works at the baked scale. In Designer, I know the procedural approach is the “proper” way for infinite scalability, but I was wondering about…
Contract 3D Artist & Animator (Low Poly, Web Games) Type: Contract (remote, flexible hours) Company: Mid Games Inc. Mid Games is an independent studio building fun, accessible multiplayer web games played by millions of players worldwide. We’re looking for a contract 3D Artist & Animator with strong low-poly expertise to…