Personally you sound like a poo poo cry job. Life is hard. Learning is hard. Mastering is hard. If any idiot could pick up 3d software and get paid, anyone would do it. But it is not the case. Work hard, learn it, get it done, or eat a bag of shit, or lose out.
its quite hard to follow what's going on in the video to be honest i dont think you have much choice but to chuck some breakpoints in the BPs and identify which test is failing - it's probably a lot easier when there aren't 50 NPCs trying to do it all at once
Looking for job opportunities in game dev. I would like to offer my services as a 3D hard surface artist. I am mainly interested in weapons, but I'm sure I can manage most of hard surface game assets. Take a look at my latest project. Also feel free to check out my portfolio: https://madfox097.artstation.com/ model
Hello everyone, Should I use Blender or Zbrush to go about hard surface modeling? I've heard the new Zbrush 4R2 has gotten a few more tools for hard surfaces. Can anybody speak from experience working on hard surfaces starting in Zbrush? I will eventually be switching from Blender to 3d Studio Max once I have enough money.…
Hey guys. I'm working on some Modular Sci-fi Hallway stuff and I had a question about hard edges. If I want to add support loops or make a hard edge slightly softer how many edge loops do you guys think is a good number?
Gotta agree with Mik2121! :) Also, if possible, I'd like to see some different kind of hard-surfaces: for the moment, we did "mechanical" hard-surface. What about "electronic" hard-surface? For example:
depends if you need the edge to look soft or hard. https://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts#latest