I always loved the Skinshade 4 MatCap from Zbrush, especially for stylized/anime characters. I don't know, but it really fits well with the anime characters and it really makes them stand out. Here's my attempt to get it looking like SkinShade 4 in Unreal using my old Cammy model as an example. Please let me know if I was…
@*Sebastian Here's some topology routing solutions for slots that run across curved surfaces and need to resolve to quad geometry. Support loops and shapes that cross perpendicular to the edges of the underlying curve typically won't disrupt the segment spacing in a way that could cause residual triangles or undesired…
Didn't a recent update, include playing mini games on arcade machines?! Pardon me : / just that I'm a fan of the game (....plus The Ascent published by Neon Giant) and generally an overweening generic Cyberpunk nerd, too boot : # Nowadays, vertex counts are not the performant component to be aware of for most use cases due…
We are small group of dedicated developers with years of experience in game development and our field of expertise trying to make small but interesting 3D isometric fast paced action game with robots/mechs theme. PC platform Unity Engine Backstory Fantasy world ruled by race of machines that are self aware. They have…
I am using Maya along with advanced skeleton. I have followed the suggested workflow to keep geometry in separate file, reference it to the rig file, and then publish the rig file to be used for animations. The problem I have is that reference between the geo and rig file is really brittle. Naturally you change material…
Hey, We're looking for a concept artist that specializes in characters. we will need 3/4 views of characters back and front. Send your portfolio with rates per hour here, or a fixed price per character. Below is the reference of what we will need for our characters. We're looking for someone who can come close to this…
You should apply a turbo smooth modifier to the mesh and put new screenshots of the mesh up (no wires). Also try using a shader that has a high specular level so you can see the modeling and details more easily. You can find that under your material properties in max under Specular highlights. Just crank the spec level up,…
Nice stuff so far! I really like the spin you put on the classic "Memory" game. Here's my two cents: * I feel like things take a bit too long. It's not like I'm waiting forever, but it's more an issue of wanting immediate feedback. When I click on a tile, I feel like I want it to turn over almost immediately so I can see…
Well I'm not 100% sure I'm right when it comes to a PBR workflow, but I believe the whole idea behind it isn't necessarily whether it's PBR itself, but how the artist creates their materials. IE technically a color map for a PBR material would have little-to no lighting information in it if it was going for realism. That…