Regarding the command line/scripting aspect we updated Substance Batchtools to version 6. Here is the changelog : Substance Batchtools 6.0 Fixed: ○ [Global] Use png format by default for image creation (instead of jpg) ○ [Global] Help need to be more explicit (we now use more specific information and provide more examples)…
They look pretty good. IB and Ott bring up some good points I would follow their advice and modify the models accordingly. After that the next big hurdle is getting them unwrapped in a fast, clean, optimized way. The counts could be considered fine if most of those polys contributed to detail or helped you create optimized…
Not sure if it would work for all examples but when I have used watermarks I find covering the whole image in a repeat of my name for example but overlayed "screen" to a level where it is visible but not that destructive can work quite well :)
Moved this to Tech Talk. For branches entering the trunk, take a look at Zspheres. For example http://www.polycount.com/forum/showthread.php?p=1094357 More examples here https://www.google.com/search?q=zbrush+tree+branches+game&tbm=isch
For the flag I was using a vertex animation shader. Actually I used the example shader from the Unreal Content Examples. Changed the values in a way it works on my mesh. Yes those flags are gigantic. But I kind of really like that.
3D Character Animator (Senior/Lead) As a 3D Character Animator at Vertexbee, you will spearhead the creation of high-fidelity, realistic character performances for an Unreal Engine 5 project. You’ll be part of a newly formed agile team of industry veterans that will push the boundaries of Unreal Engine to achieve artistic…
ok, here we go. Here is a rough and quick example of what i meant in my previous post. Please note that some stuff (especially textures) r only basic and simplified examples which show my point, and they were not fully elaborated for final quality look :P First of all, when u deal with low-poly vegetation u need to look at…
Someone correct me if I'm wrong, but the biggest learning curve for me was that there are two ways to do PBR. Just remember these key difference: Metalness: it controls how much something reflects. So the difference between a chrome ball and a rubber ball. Obviously a chrome ball is very mirror like, right? Roughness: It…
more examples: from original cube in the middle... A cube's gesture smoothing approximated on the right. Catmull/Clark SubD approximation on the left. one to one correspondance example ( the original vrts are coincidental with the gesture... continuity "travels through" the original geometry ):