I wanted to leave the sculpt alone for a bit and think about some other stuff, so I decimated the mesh, got some auto UVs, painted in some rough markings and threw it into unreal. I set up a material where you can switch markings on and off dynamically and change colours. Basically a proof of concept of what I'm wanting…
@CreativeSheep: It depends on what you want. Dx11 AutodeskUberShader gets you going very quick; artist friendly. DX11 writing custom shader: hard if you don't know any shader coding. ShaderFX is in-between. Quicker/Easier then writing shaders by hand for many people, but not as easy as the Uber Shader.
Hey guys! Hardware question for all you techy fellas. I am making a new work station as my current one is getting too unstable to work on. However due to cash flow problems I am going to have to use the graphics card and hard drives from this machine in my new rig. The problem is that for the past year I have been…
Once you accustomed to Zbrush it's pretty hard to switch to anything else. And it's not dynamic tessellation vs sub-D it's rather a combination of bruses , trim brushes , seam roll brushes , trim smooth border etc. A certain tactile or tangible feel. A thing I never had from SPainter brushes for example which theoretically…
Are you one of the best artists out there? Do you yearn to work on some of the best known titles published each year? Join Liquid Development, an industry leader in creating art, animation, and effects for the game industry! At Liquid Development you will have the opportunity to leave your mark on multiple exciting Sci-Fi…
What is this piece for? I'm guessing its not visualization for an actual location. Product demo? I used to work for a viz company that specialized in windfarms and large infrastructure projects. I learnt the hard way (by going over budget) that high detail rendering and complex materials were completely wasted on the…
Hi I'm 3D artist with a professional background
in Architectural and product visualization with some experience in game art as
well. My expertise is mainly in 3D modeling and texturing with a particular
focus on Hard surface vehicle modeling as this is what peaks my interest. I've
been in the industry for about 7 years now…
Just finished a modular real-time library environment in Unreal Engine - a reusable modular kit (blockout + modeling in Maya), Substance Painter texturing, hero-prop dressing, Unreal assembly, and a motivated lighting pass (warm afternoon sun through tall windows). The focus was the two things that make or break a…
The reason I'm asking is that lately I've been trying to get a little more back into Blender for my game art. Now either I don't know how hardening lowPoly edges is called in Blender or it still does not have proper support for it. Well, at least not if I understood the whole thing wrong until now. Blender lets the user…
so i have a low poly mesh that has both soft and hard edges (skin and armor plating). once i import my mesh into mudbox, is there a way to keep the hard edges on selected areas hard while the rest remains smoothed? i know you can turn off smoothing when you divide, but then i have hard edges where i dont need them.