Hi everyone! I'd like to share one of my portfolio projects: a hairstyle created for Replika AI - implemented and rendered in the Unity engine. This is a real-time hair asset created using Ornatrix for 3ds Max with the "Branching Workflow" technique. This method is excellent for creating natural-looking hairstyles with…
I'm trying to create a one-click export for FBX using the scripting commands listed here: http://help.autodesk.com/view/MAYAUL/2017/ENU/?guid=GUID-76CF67F4-BBBB-48C6-AE48-6EF6975CB870 I have this block of MEL : //units settings FBXExportScaleFactor 1.0 ; FBXProperty Export|AdvOptGrp|UnitsGrp|DynamicScaleConversion -v…
Now, the amount of time we dedicated to these vehicles to be modeled and uved was one and a half weeks. We kinda managed in time more or less but because we had some problems after two weeks (which I will bring up later) we decided to cut two models from the final game. Therefor at this moment, the game is supposed to have…
Hi! I'm a game artist who works with both 2D and 3D for characters and environments. My work includes character animation, environments, and props modelling. I have experience using Unity, Godot, and GameMaker. Most of my environment work uses modular pieces for level design. Send me a DM in case you´re interested in my…
Smoothing groups and hard edges are the same thing. In the end, they're just vertex normals. The way to set them is just handled differently in Maya/Max. As for the tangent space, what really matters is that it is the same between your baker and your engine. Both unity and substance can override the tangent space with…
@Port-Seven Thanks !! ~~~ヽ( * ≧ ω≦)ノ Tried the Blacksmith scene Atmospheric Scattering assets (and god knows how many others), but problem is that the Blacksmith Atmospheric Scattering requires the objects in the scene to have a specific custom shader, which was a no-go (not to mention a hand full of other quirks that I…
I've read several times that Modo is not the best solution for game asset creation. Also it does not play nice with Unity, when it comes to animated models and Unity. I also read that the baking tools are quite useless. Similar to Blender, you don't have any cage baking. That is just what I read. I tried the demo of 601…
Interesting question. Quixel's previewer in dDo runs Marmoset Skyshop, which is a set of tools for Unity. So anything that is available in Skyshop will be available for the Quixel guys. Toolbag, in general terms, is likely to have more advanced/higher end rendering features, because we don't have the same restrictions that…
If you absolutely cannot deal with rigging, you'll need to do the thing Mark Dygert recommended against, and that's setting up the animations in Unity. To learn how to do that, check out the Unity Learn section on their website. I believe some of the beginner tutorials will explain how to set up simple animations. I…
The things ive noticed with unity is it hates draw calls, alpha sorting, and per pixel lights. Unity is actually great at handling polygons so 4k is a cake walk for Unity. I was going to say maybe texture atlasing. Also dont overlook project settings. If you are using high cast shadow details(unlikely since you mentioned…