Hello everyone! I would like to announce that we’ve finally completed our final year project film! I haven’t updated this thread in a while since we were fully focused on production and polishing for submission, but I wanted to share the final result along with some behind-the-scenes progress. Huge thanks to everyone…
Thank you to everyone who took the time to complete an entry. We want to show our appreciation by awarding $20 steam gift cards to everyone who finished an entry in time but didn't place in the top 3. Watching so many artists approach the same task simultaneously has been been extremely valuable. Several of the top issues…
Hello Kanni ! Thanks for your answer it maybe help me to solve the problem :) .. I renamed the high polys with high as real end suffix, and i t cause me an error when baking (mesh scene cannot be loaded or something like that). So i renamed my meshes like before according the rules of painter (…
Hello, I am trying to create a skin for a game called Rust using Substance Painter. The game provides the base model and texture files that I have used to create my skin. It uses Unity, which from all the reading I've been doing is very important for trying to match up the tangent space. I have been having issues with the…
For a university project we want to use the Metahuman facial rig on our own characters. So far I have managed to detach the head joint from the Metahuman neck in Maya and attached it to a root joint at the centre of the world. I have also managed to import some mocap animation from LiveLink and applied that to the…
The write ups for game art aren't as good or as solid as programming resources. There's a few reasons for it. You always need a visual example for art related terms and descriptions. Game art is constantly changing, things written even 5 years ago can be really out dated. The polycount wiki is a decent place to start, lots…
Hi everyone, I have started to have an issue that did not exist before. I have a vr scene made in UE5 with just basic functionality. I have one 1 movable directional light and 1 stationary light, the rest are static lights that are baked using the GPU lightmapper. Everything works well on editor but when I make a windows…
I'm rendering a face in Marmoset, she is already textured and i wanted to change some wrinkles in her face in zbrush, do i need to bake my normal map again after i do the changes? Thanks!
Before you read this thread, please be sure about the following terms: - This Presentation shows progress for a fake Video of Team Fortress 2 containing all kind of characters, maps and objects from Team Fortress 2. - This Video doesn't use any Real-Time-Engine. It also contains elements which needs a lot of Rendertime! -…