Hi! 👋🖤 My name is Swapilla, I am an indie director, writer and animator. I'm a former Roblox animator and current UE5 creator. I’m currently making a massive long-term and unpaid passion project. A 10 episode animated horror series made entirely in Unreal Engine 5. The series follows Sean and Steph, estranged siblings, who…
Work progress Baking problems solved for the legs today Cylindrical props made strange shadows in Ao over other props, solved in photoshop following some good guides on poycount wiki. Some props needed more space on the uvs maps or more geometry for a correct baking, everything solved and the id map works correctly. I know…
This project showcases a full CGI recreation of the Pagani Utopia steering wheel, modeled, textured and rendered entirely from scratch. The goal was to develop a one to one digital replica of a real world asset, a scenario that often happens in production when the client cannot provide reference models or ready to use…
I see this mentioned a lot in youtube videos about getting a job or interviewing, but I'm not sure if I understand what people really mean. There must be something tricky to it, because being a team player while working in a team sounds like an obvious and self-explanatory idea. No one gives an advice like "be clean and…
Thanks poopipe for you opinion . I agree that dependency management is something that sure works there when you spend some of your energy on keeping it all consistent . The problem SD forces it on you while in many other soft including Blender it works other way too, nothing is forced on you and it's what I call…
Hi! I'm posting this because it's already happened me another time, so I'd like to figure out what I'm doing wrong. Basically I follow my usual workflow: - create new project with low-res model - bake maps in painter based on the high res one - load/edit materials Everything works great and the preview in Painter is 100%…
The way basic animation systems in engines work is by using forward kinematics. That is, if I want to animate my arm, first I move my upper arm, and then I move my lower arm. When I move my upper arm, the lower arm goes with it, so this makes it hard to place my hand in a particular place. It also makes it very hard to…
Yes, everywhere there is a hard edge, you need to split the UV, and add space with edge padding. More info about issues to solve with normal mapping here FWIW http://wiki.polycount.com/wiki/Normal_Map_Modeling
Thanks everyone for the kind words and the great questions! Let’s dive in. Working in VR is truly like walking on a razor's edge. It’s a technical hell where every decision must be calculated ten steps ahead. Performance requirements (high resolution across two displays + high frame rates) leave no room for error, and you…