Hello We are looking for freelancers who can create our super force 3d animation video.We have all the character assets prepared for this project we need someone who can do the other remaining things like rigging,animation,vfx,post production,rendering and final output.This will be a small commercial video.But we don't…
Hello we are looking for freelancer who can help in creating our fanmade 3d animation video.Here are the list of details for this video. works needs to be done 1.Modeling 2.Animation 3.Vfx 4.Rendering 5.Final Output we need only a single freelancer or a freelancer working with team as there won't be any seperate works only…
PBR SPORT BALLS PACK A high quality collection of various sport balls ready to customize and use in Unreal Engine 4.x. Available on the Unreal Marketplace: http://www.unrealengine.com/marketplace/pbr-sport-balls-pack Description: The PBR Sport Balls Pack contains 24 customizable sport ball models with 2048x2048 high…
We're a team of AAA veterans working on innovative stylized tennis mobile game for iOS and Android in Unity 5. We are searching for an experienced environmental artist to work remotely with us under 4-6 months contract (could be full time or part time; can lead to another contract after this one or permanent position).…
Company Description As a company we focus on creating mature, graphically realistic games with a deep focus on storytelling. We are currently in early development on a realistic (both graphically and mechanically) and visceral, squad-based FPS with a preparation aspect as well as action-adventure and RPG elements, in…
I plan on becoming a level designer, and I want to learn and focus on Unreal Engine 4 and Unity. I also want to learn various workflows and standard practices that are used in the industry. But I don't know which way(s) to approach blocking out/prototyping levels for level design. I've heard people say to use 3d modeling…
While using Arnold in Maya, I faced an unusual problem: There are 32 teeth models in the project (16 upper and 16 lower). I use 4 UDIM maps; one for each eight teeth. For some reason, Maya visually inverts the Normal maps along the Y axis ONLY for the lower teeth, while the upper teeth remain as they should (in the final…
Hello! Toolbag does not have a native build for Apple silicon devices at this time, but the emulation layer provided by Apple does well keeping the M1/M2 GPU compatible with Toolbag 4 feature-wise, and Toolbag 4 should run well on Mac M1 and M2 machines.
@Talon: You're right that method isn't the best, or what I would use personally. I was just too lazy to write a full on tutorial. :poly136: What I would do if I only had Photoshop and the Nvidia filter is: EDIT2: IMPORTANT! Do this whole process in a new document, the conversion back from 16 Bit per channel to 8 Bit per…
EQ has asked me to lay some programmer shit on you guys regarding texture storage in real time renderers, so here goes. Some common textures formats: * DXT1: 4 bits per pixel, typically RGB only * DXT5: 8 bits per pixel (4 for color and 4 for alpha) * L8: 8 bits per pixel, uncompressed grayscale * R8G8B8: in theory 24 bits…