Let's say you have four buildings. You give each one a UV layout filling the 0-1 space, and you set the resolution to 512. Then you create your textures in photoshop or substance painter. So for each building you have one 512 material. A total of four materials. So you have four separate materials now, but in your game…
Me and my bro during our spare time are doing some graphic for a simple dungeon crawler game, but we really suck at programming. I need some help to create a camera like Dungeon Master, Eye of the Beholder, Grimrock (90 degree step-by-step camera). I have spent some time to sort it out "bIgnoreLookInput=true and…
Hey everyone. Well, I'm coming from an organic modeling background, and I'm working on my hard-surface skills now... I know all the basics, I understand topology and how to handle everything... how to harden a surface by using edges well, etc... But I lack some knowledge in how to "solve" some more advanced creasing…
I made a feature request on the official 3dsmax forum for improvements to the new smart chamfer modifier; Evenly distributed edges along the chamfer geometry and inset loops along the borders of the new chamfer geometry. /!\ Please vote for this improved smart bevel feature request on the official 3dsmax website here: /!\…
I always look at the best stuff that the best artists do, and while I'm fairly sure that I just don't have that "creativity" that most truly great artists have, I think I can fairly objectively judge what I can and cannot do "technically" (like learning a technique to create a certain style or detail that aids a piece of…
Hi everyone, I'm working on a project, and am stuck on a few things: 1) I'm trying to create a realistic 3D avatar through applying texture taken from phone photos onto a mannequin-like OBJ file (this would have a similar shape to the person). 2) I am then trying to make the model ready for garment application, so whatever…
Project Overview We are building an indie mobile game featuring a stylized, retro-console "segmented puppet" aesthetic. Our character pipeline utilizes a modular customization system where clothing, heads, and gear are modeled as separate, interchangeable assets. We are currently sourcing the master assets for a character…
Project: Prospera - a Renaissance-era island logistics city builder (think non combat Anno in pre-industrial Mediterranean) Developer: Velarion Games (solo indie) Engine: Unity URP Type: Freelance / Contract Timeline: ~4–6 weeks after a paid test task (flexible, quality first) Budget: $3,000–$6,000 USD for the full scene,…