Short answer: For final in game models use mostly quads, except where it makes sense to use tris. Games use tris. Always count tri's not polys. Polys can be made up of any number of tris. You can feed a game a quad but it will break it down into tri strips. you thought you had 4 polys but one of them was a 5 tri poly the…
I don't post often because frankly, I don't feel knowledgeable enough to bring something of value to most of the conversations. But I quite enjoy the forum being slow- I can actually keep up with what is being said, also people are generally more agreable here than on discord. This forum is one of the only place where I…
OK, bringing this back. I originally started this project because I played Jedi: Fallen Order, well guess who just finished Jedi: Survivor? This guy. However, we are completely reworking this with a new outcome (hopefully). I was really impressed with the new Metahuman pipeline for UE 5.6 so I'm going to rework this for…
Hello! We are looking for a 3D environment artist and character artist who can do similar art style to Diablo 3. We have 3 team members right now. Me as the lead director/designer and programmer, 1 programmer and 1 music/sound designer. Ouroboros Ring is a Action RPG 3D top down dungeon crawler that mixes elements of other…
We’re currently looking for a 3D artist to help us create props and armour for creatures and animals. The genre is fantasy based with a more natural/nature feel to most items. The art style we’re aiming for is hand painted on low poly assets. We’re looking for people who are able to work with a loose brief and bring their…
If you're making images or movies, no need to work under realtime restrictions. If you're working on assets for use in actual games in production, realtime methods are still a requirement. Raytraced or not. It has to render at interactive speeds, period. And usually it has to do so across a range of hardware, so LODs. If…
Hi. Something I would also try is baking the displacement (heightmap) of that mesh, you usually get a greyscale texture from that. Then it's a matter of photo enhancement: you can bring that texture to an image editor and use filters and adjustments to emphasise the brightness range that holds the details that you're after…
Yep, it gets used all the time, especially in UDK. This was an example I found on the web, so ignore the writing and take notice of the pink box. It's the 0-1 bounding box space. The UV editor background has been set to display the tiling texture. With a light map you don't nessesarily need to create a secondary UV channel…
Howdy. I'm looking to hire somebody to make a 3d model of the main character for an indie game that I'm developing and to rig it so that I can animate it myself for whatever purposes necessary. I'd like to stylize the character with a cel-shaded look to make it look more cartoon or anime-esc, which is the style I'm going…