This was one of the most ambitious pieces I've worked on as a 3D artist, and I had an awesome time working on it. My favorite part about this project was doing the trim sheets and tiling textures, and it was so much fun to watch it all come together into a finished piece that I probably never thought I could make a couple…
Hello, I just recently got a model imported into substance painter and i'm having issues with the shading on the model. I'm new to substance painter so i'm not sure if its an issue with importing or if its an issue with the export from maya. When i apply the normal map to the low poly in maya it looks like which is totally…
I'm creating a single player only game, that is high intensive along the lines of GTA/Arma, with a 30x30 km map, and about 220 km of it actually be populated (meaning it's the land mass of the island), with 3-5 areas of it with HIGH density objects/assets. I want it to work on 4 GB computer from like 2018/2019 on lowest…
Hey guys! for a while now I've been working on a real time environment in UE4. The environment itself is based off of this work from Piotr Krezelewski which can be seen here. A huge thanks to Ayi Sanchez for mentoring me through this process! The experience was invaluable and I feel I've really learned a lot! As for now,…
Hi guys! im not sure if this is the right thread for the question, but im looking for a new laptop to work while travelling since ive been doing that a lot lately. Ive been using a desktop workstation so long so im not really familiar with anything laptop related. My budget is =<2000$. My works mostly involve doing…
Hi, I'm looking for a 3d character artist position, either temporary or permanent. I'm primarily interested in stylized or semi-realistic styles. I have extensive experience creating realistic and stylized game characters for AAA and mid-core projects.
I'm proficient in the full development cycle, from blockout creation to…
The process is the same whether you're baking low-to-low or high-to-low - substance simply uses the low mesh in place of a high mesh curvature is generated from the normals of the mesh - in Substance's case I believe it renders a world space normal map from the source mesh and derives the curvature from that - this is…
So I made a test, after someone suggested to export maps at higher resolution and then scale them down to keep the details that are not visible when working on lower resolution. So, in Substance Painter there is visible difference when you work on 2K or 4K. So once texturing was done, I experimented with exporting them at…
Hi everybody, I have a problem regarding normal maps and shading in Houdini and in Unreal Engine when I bring my HDA. I will try to be as concise and to the point to explain the issue CONTEXT I am making a building generator tool for Unreal Engine, I have created a Houdini HDA and brought that into UE. I modeled some…
I want to recreate this ranch, I think it provides a lot of unique and interesting materials as well as having a very simple design which looks open to being heavily stylized. My current line up of tools that I'm learning (and want to implement in this exercise) are Blender, Substance Designer, Substance Painter, and…