You might find this interesting. Michael Tanzillo, head of the Tech Artists at Adobe on the Substance team, puts out regular newsletters about all the different job types available for 3D artists. It's a great resource, well worth a look! https://3dartist.substack.com/ Also we have a bunch of resources compiled on our…
Hello, and welcome to Polycount! The language to use here is English. Usually an automatic translator will do a good job, if you're not fluent. Posting in English will remove a barrier for people, so you're likely to get more responses. (Italian is a beautiful language though!) Can you post a screenshot of the error you…
This looks amazing so far. Subscribed! Looking forward to seeing material definitions. Are you planning for the character to be pristine, or somewhat further road-worn, or thoroughly battle-tested?
Brilliant. Friggin' FBX Viewer, and others, weren't showing the blend shape animations on playback. However, the file sizes were different when toggling Blend Shapes only for Maya export. Imported into Unity and presto, it worked. I've been here before in this most frustrating blend shape saga so thank you for the clue!
I build AAA quality gameplay and cinematic characters optimized directly for Unreal Engine 5. I deliver production-ready characters with clean manual topology, optimized textures, and flawless engine integration. MY CHARACTER PIPELINE: Base Mesh : Character Creator 5 For Quick Base Mesh Sculpting & Clothing: Detailing…
You'll want to add some parallax to whatever texture you use inside the portal. You can learn about how to do this by searching the web using a search like game vfx portal tutorial cubemap https://www.youtube.com/watch?v=EmaNiz0o11A
Boss of my FPS demo Azimuth Cold
It was forged in weaponized dark ritual by East-West Necrocracy fanatics. Savage people. Can you imagine, they compressed bodies of their own people into one abomination? Meat Cube.
Well, for character animation usually you don't have the same kind of strict limits as you have for environment art, so it's a different issue in many ways. For environments, usually you have to pay close attention to reusing assets and materials/textures as much as possible, so you don't blow the memory budget or kill…