Available on Fab and Gumroad Contents: 1. Introduction 2. Create Custom Materials 1. Introduction "Triplanar Projection Material Creator" enables you to easily create custom triplanar projection materials from any PBR texture set. It comes with a variety of premade materials that are perfect for quick prototyping in Unreal…
<u>Preamble:</u> Angels Fall First has existed for a few years now as a modification for Homeworld 2 and Nexus, and also has its own game engine in development. The end goal is to complete our own engine and publish the complete Angels Fall First game. The end product is anticipated to include both RTS and FPS elements,…
We are looking for two talented individuals to join our team: one Character Artist and one Environment Artist. 🎨 Seeking 3D Character and Environment Artists/Modelers! We are launching a new 3D children's nursery rhymes series for YouTube and are searching for skilled 3D modeling artists capable of creating stylized,…
Particle hair in Blender or Maya XGen or whatever hair generator in your preferred 3D package. In your place I'd use a hair cards-inspired approach to the LP, but with a solid core under the layers of twigs. Since the beginning is so tightly packed and needs to have "closed" roots it'd be easier to make that part unique…
I think that vertex colors is a viable solution for certain game styles. If you don't use lightmaps in Unity or Unreal I don't really see a need to UV unwrap the model anyways and both engines I believe can auto generate lightmap uvs. If you UV unwrap a model without any intent on using textures I believe you would just be…
Unfortunately, you also need the frame buffer to do that. Shaderfx is unaware of other objects in your scene beside the one its applyed to nor the frame buffer (nor other full screen passes for the matter, like a normal pass which also is needed to make reflections, refractions etc). Also not. ShadowMap is generated by…
You should look into world machine to help build the terrain base (heightmap) and this sweet macro to generate your color overlay: http://www.polycount.com/forum/showthread.php?t=111551 I used that for some terrain content that we're using to test the terrain shaders that will be released with the next version of Marmoset…
It's also important to know that Nanite does use Fallback meshes, depending on the platform the original mesh topology and workflow is required. Your tech artists will thank you for maintaining baked workflow. Like others have said, baked workflow is generally always still required because texturing workflow will also…
Just an FYI, but the whole "import into sculpting software" is not a requirement, it depends entirely on what you're going for. A good general rule of thumb to keep is to "define the silhouette", things like pockets/creases/stitching/zips/buttons can generally be taken care of with bump/normal maps, or even just a good…
You shouldn't rely on zBrush for hard surface modeling like that. Those pieces need to be built as separate pieces of geometry, and that is just much easier in a root program like Max or Maya. People who do hard surface in zBrush generally sculpt to block in a concept and general idea, and then they retopologize the…