Good morning folks. A little update: I am still working on the map. I'm spending a lot of time on it in the hopes it will speed things up later. I began by outlining all the neighborhoods, then I consolidated them based on similarity from a quick view (sorry for the hasty generalization, I'm sure your neighborhood is very…
I wanted to see what this character could look like in Redshift. It's very tricky to get the skin shading right in this application. I used scanstore textures which were not the highest resolution. It worked well for a Unreal Engine project but perhaps for redshift it could be better to use xyz texturing. Especially the…
Okay sorry for being a bit cagey about describing this. I've been able to narrow it down to simple export from Max, i'm using this inside of daz so i use a variety of programs but dont let that throw you off. 1 shows materials inside of max all multi-surface. 2 shows the materials inside of uv mapper. 3 shows my export…
This is a really good looking fur! I was already familiar with the shell technique, but yours looks particularly good due the care in adjusting each shell maps and the height map usage. I gotta say I'm itching to recreate a few steps in your breakdown using Blender geonodes to automate them. 😂 Edit: I gave the node setup a…
📌 Project: Everphobia (Survival Horror Game in Unreal Engine 5) 🎮 Studio: Astral Arts Games 💰 Compensation: Revenue Share 🌍 Location: Remote About the Game Everphobia is a short horror game set in a dark, mysterious environment where players must survive using stealth, resourcefulness, and courage. We are looking to expand…
I'm having a particular issue with a bake I'm trying in XNormal. Here is what I'm trying to bake to a flat plane: When XNormals started misbehaving, I did a low-res bake in Textools just to make sure the normals I was working with were okay. For reference, here's what it gave: So far, so good. I then export to fbx format…
Apologies if someone posted this already, I tried to do a quick search but didn't see it. I was wondering if you guys got to read this article and what you thought of it? Our company has experienced a bit of this, and it's just shocking to me the amount of vitriol gamers will send a studio's way when they don't agree with…
I'm fairly new to zbrush, so I am getting used to the hardening of edges when bringing in a low-poly asset to sculpt. I have this bolt that I want to bring into zbrush to sculpt the thread of the bolt. My intention is to bring it back to maya afterwards and apply the normal from the high res zbrush to the low res maya…
yeah but the question remains, what is world displacement and where is it located nowadays? but i assume this is it. its probably some nanite tesselation option nowadays? i dont know sadly. but i think i saw something about tesselation and displace stuff being moved for nanite
I decided to start with my hero asset so I can use it as a kind of quality bar. This model had me more focused on topology with a lot of surprise ngons or pinching issues. My polycount is at 13k when smoothed and combined though that's without the final details of the scroll and the violin strings. Also need to replace the…