I can only assume they're displayed in the modeling application with the textures applied and the triangulation is already there "behind the scenes" — as in, the GPU is always being fed triangles even if what you're working with is quads. So the wireframe is only showing the working geometry, not the "real" geo, similar to…
I'm amazed that people are okay with the notion of hiring a girl only because she is female. If 2 applicants are equally qualified for a position their sex should NEVER be a factor. Think of the opposite situation, if they didnt hire you, and instead hired someone else who was at the same skill level as you solely because…
You can apply here : https://smrtr.io/8-ZGw Gameloft Montreal is seeking a 3D Generalist Artist to join the team for LEGO® Star Wars™: Castaways, an Apple Arcade exclusive that has already reached the top of the global charts! Praised by gamers for its story, game mechanics and graphics, LEGO® Star Wars™: Castaways is a…
I've tried exporting the object and applying the vertex colors again in a new scene. Looks like there was an error with that particular scene and it wouldn't apply the vertex colors properly. Not really sure why it caused it though. Thanks !
Awesome! I did bake with duplicates of each poly next to each other to avoid the AO issues, (I didn't add that to the text, but I will) but perhaps it also didn't go as well as planned. So would you bevel each applicable tiled brick before sculpting on the trim, or are you referring to the model the trim is being applied…
Okay understood. Right now my portfolio is a bit all over the place and doesn't adhere to one particular studio or a specific style. Do you also think it's worth it to recut my reel/ Portfolio everytime I apply to a new studio? Thank you so much for the feedback!
you can transfer the weights from underneath mesh to the exterior one. Sometimes that works well, like if its form fitting clothing. If it does not work, you could toil endleslly trying to make corrective shapes or fuss with skin weights... or you can just make an alpha mask to apply when clothing is changed, or you could…
Try using Dynamesh Master plugin. It resizes the mesh dynamically to best size before applying dynamesh, and spits back the mesh at the previos size with the dynamesh result aplied. But I think this got fixed in newer versions of zbrush, though I'm not super sure.
Well idealy you would unwrap at the render level sub-d. However, it is very clumsy to deal with that much vertices when doing unwrapping. I always apply a first iteration of sub-d and do an unwrap on this in Blender and think that this will work in most applications alike. I think ( not sure) you could only depend on the…
problem is that any alternative will likely be just as broken but in a different way. these apps start out all clean and responsive and with a fresh smell and a couple versions down the line they start abandoning and neglecting features, bloat and feature creep find their ways in and it all ruins the party to some degree.…