Hi there! I'm working on a diner that features a lot of steel, but I'm not quite sure how to achieve a realistic look for the metal materials in Unreal Engine 5. I was wondering if there are specific lighting settings I should tweak to enhance their appearance or any scalar parameters I could incorporate into the material…
Studio: R16 Interactive Project: Tale's Edge Role: Technical Animator Type: Contract (hourly or day rate) with opportunity for full-time if deemed a good fit for both sides Location: Fully remote, global applicants accepted Rate: Competitive based on experience, engine understanding and location. Please share your…
Hello there! I am an illustrator looking for new projects, I have over 4 years of experience working as a freelance artist and I feel enthuisiast about the near future! here I'll leave some samples of my work and also a link to my online portfolio. https://iscosomaloartist.artstation.com Email me if you have something in…
Thanks for the clarification, I think I'll start again from the begining, I feel like I've screwed everything already by going too "characterized" (??) and it's probably not a bad idea to start a little bit better. Hum, I understand your point of view about lumpiness but I beg to differ. I don't think I can do completely…
What channel are you looking at? 'Mesh Maps -> Normal' would be the bake. This is what I see in your attached file: But what does your current shading look like, low poly with normal map applied? I would work on the asset looking at that. What you're looking to learn from the normal map channel? I only check the normal map…
mmm, well I've had lights breaking when trying to use the mats customize utility to setup a scene once or twice, if that could never happen that would be great, it used to also get "lost" behind that preview sphere (you could click) to put the light behind the object, which kind sucked the 1st few times. Forget why i had…
We are looking for a skilled 3D Animator to join our team for an Arabic-themed fighting game project! ✅ Requirements: * Strong experience in fighting game animations (punches, kicks, special moves, fatalities, etc.) * Experience with UFE (Universal Fighting Engine) is a BIG plus * Familiarity with Mortal Kombat style…
@iam717 what does it look like when you do "Clamp Result"? This looks like the information is blowing out or over exposing. And what are the factors the factor slider is lerping between?