Marketing is becoming ever more important these days. Not just for people trying to sell things (like me) but even for artists trying to get their name out there. The word "marketing" has some negative connotations for most people but if done right it can be beneficial to both parties. There's a difference between…
Hey everyone! I'm a 3D modeler working on a character that needs morph targets for an extreme facial transformation think something like a "Venom-style" mouth opening, with a lot of jaw and face deformation. The model will be used in Unity in PBR shader (with normal, ao, etc..) My questions are: * Do I need to sculpt and…
This is something I been debating. I did do a version of this in zbrush and the comment I received was why does he have boobs even though it was closer to some of the reference images. They are more apparent when he arches forwards, again a matter of age. for example here, I'll push the lower part out a bit and…
Hi! Just some aspects that jump out to me: - The lanterns and poles and cobblestones are too large/thick compared to the human figure. - Parts of the scene look unrefined/blockout-like, for example the hotel building. - Road surface too uniform. Layering, dirt collecting towards sides. - Lit windows don't integrate well.…
Yes, you can. You could buy a package for this, or you could make your own shader for this, for example with the Shader Graph https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/Shader-Graph-Sample-Feature-Examples.html#mat-cap-sphere-mapping You will also need post…
3D Animator / Tech Artist (Freelance) Hi there. We're a vibrant, rapidly growing developer of story-driven software entertainment. Our first adventure game was very well received, and we're looking to finish up our second! As we prepare our game for market, we’re looking for the superstar visual storytellers of tomorrow to…
Hi! Looks like a mesh shading issue. Do the different parts use Autosmooth with different angle thresholds? When merged into one mesh, the settings of the active mesh would apply. You could set hard edges manually, for example along the edge of the blade.
Hi guys, what should I do in this scenario for UV mapping? Say the model is being made for production, not games. Should I UV unwrap the high poly and texture it directly? I ask because in this case the shape of the low poly drastically differs from the high poly. And more in general I'd also like to know how UV unwrapping…
1-Also it is possible to use cage and still bake highpoly to lowpoly by their name? In SP i can't for sure, but maybe in MT ... 2-And how can i get the actual material colors created in DCC such as Blender or Max, ect. For example i set the base mesh to red, and the rounded details to yellow, but if i bake with MT it looks…