Hello, I'm looking for a professional 3D animator to rig and animate around 30+ models (cute fantasy creatures). The candidate for this job should be proficient in rigging/modeling of low poly models (Mobile game assets). Experience with Unity3D and mobile games is a big plus. This work needs full availability to respect…
Not yet, I'm doing some artwork in my free time (which suddenly became limited) and bouncing ideas off some friends from school, turns out I have a fraternity brother who is working on an internship with Epic Games in North Carolina and he's going to help me collect my thoughts and. Hope to have a couple digital pieces…
Do you mean freelance artist can bill more if they are making it ipad3 compatible? I guess they could, I work for a salary so I'm just expected to make ios games at close to the same speed as I always did regardless of the complexity of the task. Also interesting to note, have you even seen many retina 3D ipad 3 games? any…
yeah sure, I was just giving an example of that tech as a starting point. Ive noticed that even a simple sphere normal map in a particle emitter doesn't work for me in unity3d. when I use it with a particle system the specular seems to get set when the particle spawns but stays there even when the particle rotates and also…
OK. You should not expect mental ray to render normal maps the same as Unity. It only matters how the normal map looks in the target game engine. How does it look in Unity? Zbrush baking is not synched to Unity. To get normal maps to shade correctly in Unity, bake the map in Xnormal with this plugin.…
Eric Chadwick Thank you for your advice! I used this shader. https://github.com/unity3d-jp/UnityChanToonShaderVer2_Project I tried blackface culling. However, the cloak penetrates. You need to make another shader. carvuliero Thank you for your advice! Skin weighted cloak on one side. I used [copy skin weights] to send skin…
Hey plyrs, thanks for the feedback!. I don't think I will use those doors for this wall, but I liked the idea so I will be using it somewhere else, that's for sure!. In the end I went with the freezer-like shape. I will give the metal some brushed metal-like reflection once I load the models in Unity3D, so right now the…
I think I already did a while ago. This repo should have a few working examples. Roughness blending is done in a pretty dirty way (since standard deferred renderer in Unity is packing roughness into alpha of one of the GBuffer RTs, blending it traditionally is not possible - this can be avoided with custom deferred RT…
Our fantastic little team needs someone to animate our models. I'm Dayvi, I'm making a game called 'Hamster, Eagle Hunter' and I need the help of a 3D Animator. You can see some of our art here: hamstereaglehunter.com/gallery Your task will be to take our models, some of which are rigged and some not, and give them walk,…
After being extremely careful to minimize normal maps seams going via 3dsmax>Xnormal>Unity3D (using SGs etc) I noticed this morning a sudden appearance of seams again. After some investigating I've found that by simply adding a Morpher modifier (eve without any morph targets) to an object - prior to export - the tangent…