Shotgun has a lot of these features already, but from what I hear it's quite extensible. Usually these kinds of tools are home-grown, and specific to each studio's data layout, DCC integrations, etc.
Hi, I'm playing around with tesselation shaders in Unity 2020.3. I stumbled upon a problem - when I apply tesselation to i.e. cube, there are gaps on the edges of the mesh. Is there anything I can do to fix that ? I was thinking that maybe my UV layout is wrong.
You need dcc(like maya) tool for that. The assets should be made in the dcc, and unreal can be used for layout and rendering. Unreal doesn't have a good modeling and animation toolset (yet at least).
create images and then use a tool to merge them into a single PDF. For text heavy documents that need good design I usually turn to Office's Publisher - it's like Word with decent layout abilities.
Nice site man, great layout, good colors. The only thing I can comment on is you really need anti-aliasing on those presentation shots! Should look good in Marmo :)
Find artists you admire, working at studios you want to work at, and study their portfolios, # and quality, layout, breakdowns. I've found it to be helpful and, generally, a good rule of thumb when setting goals.
squish them into the 1 to 1 quadrant, top right only - otherwise you will have to mess with the 2d placement node, and most game engines don't support your current layout anyways.
Nice! very clean layout. It looks a little blocky, but i am sure that will go away once you start laying down your textures. How big of a texture will you be using?
Yo, Here is a preliminary bake of the pump handle. Lot's of learning. I should have final uv layout for entire pump sometime this weekend, and base maps. (i.e., normals, ao, cavity.)
Here my highpoly and lowpoly main prop and is also uved. I have empty space in my uv layout, i'm not sure how to fill it out without messing with the texture ratio.