Hi everyone. I found this Greentooth easter egg in Splinter Cell Blacklist about 9 years ago. It’s hidden in a painting in the Benghazi mission and only appears using thermal vision. I never saw this mentioned in any official Greentooth lists, so I’m sharing it here. Video link: https://www.youtube.com/watch?v=bsSX21weeJk
I wouldn't do it that way. If you need to transfer a TS normal map from one lowpoly to another, the only way would be to convert the map to Object Space, transfer that, then convert to TS. If you simply transfer the TS using regular projection/transfer algorythms made for diffuse transfer, it simply wont work. Now there…
Hey folks 👋 I wanted to share a new project I’m working on: a creepy old house environment for my indie horror card game Desecrated Deck (Steam link below if you’re curious 👀). I’ve been doing hard-surface modeling for many years (props, hardsurface, clean shapes — that kinda stuff). BUT… I’ve actually never fully finished…
Looks good but I have a few criticisms. I'm not a pro so don't believe everything I say. as far as the model goes (maybe not relevant to you, but whenever I make a texture I make sure the model is optimised) the smoothing groups are a bit odd in places (cannon, metal pipe). you're also using a normal map but you didn't do…
Looking good so far! The light on the wall above the electrical box, usually those have a visible conduit connecting to the electrical box. Might be nice to add. For the pipe hero asset pics, I would prefer less empty space around the models… get those up close to the camera. Wireframes are easier to read if they are…
I’m a designer at a prop fabrication shop here in Burbank, and I’m reaching out to this community specifically because we’re looking for a very particular kind of unicorn. We’ve posted on the usual IATSE union boards and haven't found the right fit yet. The reason I’m posting here is that we don't just need a 3D modeler;…
Hi, I am writing a shader where I apply a displacement map on a surface. I am using a plane for the surface. The problem is that I want to turn the normals so that they face away from the surface after I apply the displacement map. So I created fake vertexes so I can calculate the normals, but the problem is that they dont…
We are a small Indie Dev Team, currently looking for multiple artists with different skill sets experienced with Unity to work with us for three small-medium scope mobile projects. If you have experience with more than one of these areas then that is awesome too! The positions are: UI Artist 3d Animator 3d Modeller/Texture…
Face weighted normals is not a panacea . They helped mostly on boxy shaped things with geometry bevels. Their main purpose is transferring shading gradients from big flat quads to smaller and thin bevel ones. Not working that good on intersecting cylinders for example. If your next LOD is without those bevels already it…