Hi guys, I got some feedback from some professionals about some work I completed recently. One thing that was pointed out specifically was this weapon. They said that the topology was a no-go as it was not clean and wouldn't suffice in production environment. I am gonna ask them directly for any further clarification, but…
Welcome to our Project: Star Bounty Please feel free to post critique, advice, links as we would love to hear what you have to say. Team Members who are: PM me if you would like to help Environment Artist: Clarence Munji Effects Artist: Kidman Lee Character Artist: Manouk Manoukian Generalist Artist: Nabin Phauja Creature…
Hello Polycount Family, I have been moving along [slowly] with an environment working in CryEngine 3. I would say this is my entry into this engine, but I have dabbled in it briefly. It is still new to me. So prepare for a block of text, because I want to be thorough. The idea behind this environment isn't to be a typical…
Portfoliohttps://www.renhuiyang.com/ Services Hi there, I'm a 3D Environment Artist available for contractor/freelance work. If you're looking for a generalist with additional areas of expertise; you can also find pages related to Technical Art & 2D Art. Highly experienced in modeling, (PBR) texturing, rendering,…
I too had hurdles with the triangulation initially, but I solved it by baking it to a quad only mesh first using the "bake from multires" setting. Then I would to a regular, selected to active cageless bake using extrusion set to 0.000001m and stacking the triangulated mesh on the quad-only mesh with the normal-map, and…
Somewhere in the process there are mismatched normals between the lowpoly and the normal map. Here's some things to check: When you are exporting textures from substance painter are you using the unity preset? What are your export settings for the FBX that you're importing into unity and using in substance painter? Are you…
The game is made with Unity 3D and the backgrounds are built of a mix of both transparent planes, opaque 3d meshes and a lot of UV animations and some vertex shaders for animations on the leaves. Lights are baked with Unitys Beast light engine, really smooth and fast. Hope this gives you an idea of how the backgrounds are…
So I did three tests and they all look horrible in Unity but ok in apps they were baked in. From Xnormal to Unity: From Substance Designer to Unity (SD has the same tangent space so it should be fine in theory): From Handplane to Unity: Here are high and low poly meshes + all test maps. I did the most basic bake without…
Thank you so much for keep updating me with feedback :) . Ok so I did the maths today for my scene again and well Terrain system is out the window and here is why. I made a Terrain 4kx4k units in Unity which you can take as 4000 meters and as per Unity forums 2k is the max you can go before you get float point errors.…