Here's an example of a typical Clo/MD seller on Artstation : https://www.artstation.com/digitalcombine/store The videos shown by this kind of user usally go all the way to the final garment in MD/Clo, which is suitable for renders but not for game use. A proper game model would involve a retopology step (usually started in…
Hello, Our indie team is looking for a passionate 3D Artist/Animator to join us in developing our upcoming title - Space Spiders Arena. About the Project: Space Spiders Arena is a fast-paced sci-fi arena shooter where players control spider-like robots competing in tournaments that take part across space - from asteroid…
It would be interesting to see how notably the new textures change from the remap. The examples shown get a bit more blurry, but they also seem to have been scaled down as a result of the combination. A pure rearrangement would help to identify changes (if any) better. A no-save demo is a great idea. A lossless / pixel…
1: Yes. When thinking about projection and skew in baking, ideally you want to think about how you size the lowpoly as well as how and in what direction you scale a cage. which is often as little a possible, ie make the low fit the high poly or suffer. On a cylinder you could just scale the cage in the axis around it and…
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…
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…
(Zbrush) Zremesher vs (3ds Max) Retopology modifier... How do they compare... In the latest versions of the programs, which one is better...? Or are they equal...? One better for organic and one for hard surface models (for example)...? Any comparison/idea/experience...?
There are many workflows, you need to decide if you value "good enough" and iteration speed more than maximum quality, its always a balance. Maybe you get better results if you do fast bakes and spend more time on modeling and texturing. Maybe you get better results if you do perfekt bakes. Maybe you need 10x more assets…
Hello all, I am interested in hiring 3D modelers who have experience with Team Fortress 2 Modeling and are interested in doing some freelance work on a piece by piece basis creating high-quality, detailed 3D models for TF2. Specifically, I have a list of holiday-themed models that I would like to get created for use on a…