As a freelancer I would expect to work for various clients with different pipelines. Focussing only on ndo will be an issue, because as a client I would expect to have file delivered that enable me to make changes on te model / HP / textures if needed. With that said it is important to have a very clean and documented…
if you dig into the character packages, you'll find that entire characters are actually multiple skeletal meshes, and are assembled real-time through the character customization. I'm fairly certain you should be able to create an entire character as one custom bit, but it wouldn't be customizable. To make it fully…
Hey guys, We're looking for people to create low-poly specific gun models for use in realtime applications. Basic Requirements 1. All weapons must be UVd onto a single map with no overlap. 2. Final Texture size will be 1024x1024 but all assets are to be provided as 2048x2048 or better. 3. All textures provided must be…
There have been a few threads on this indeed (a lot of which I haven't read). The answer is really pretty obvious: you'll want to charge enough to be able to pay your bills, and in the end maybe even make a little extra, rather than operating at a loss. For instance, you could calculate and/or estimate your annual…
It's so annoying neither Designer no Painter could bake or use cryptomatte exr that could store all the perfect masking in one file. I am regularly asking for the feature for decade already probably.
For a start, you've got fixed size layout elements, which means I have to scroll on the main page to see it all. It's currently 1920 pixels wide with a rather strange minimum height of 1055.7 pixels. Neither of which fit inside my browser window nicely. You'll need to see to that, try percentage or em widths. Vertical…
Ohhh this is a doozy of a problem. When I first saw it, my initial reaction was "geosphere". What is this stitch pattern called? If you know it, then for sure there is a way to replicate it. Just need to see all the sides.
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the box nearest the character and the cloned version in front of it a little off to the left the top of that seems wider than the reference i am almost sure that this is just cause you wanted to block it all out quickly and is no where near done. Hope that wood flooring gets added, i think this would benefit greatly if you…
Yes, you can do Maya-style hard/soft edges in Blender pretty easily (more easily than vanilla Modo at least), and they export to UE4. Unfortunately, you can't just import your .fbx and export it; you have to set up the smoothing in Blender instead. Let's say I've modeled a beveled box in Modo and I want to take it through…