The ProjectWe are an indie team developing a medieval fantasy MMORPG built in UE5. The game is in early stages of development with a working demo.The RoleWe are looking for a volunteer 3D Modeler and Animator to help bring our world to life. You’ll be working on your choice of environment props / creature models /…
Hi Guys, Do you know of a way how I could export all settings of my Maya. I have a bunch of different settings at home and it would be really handy to be able to import it somewhere including the tool settings grid settings etc. Cheers.
Because if you know who your character is, you'll be able to define them far better when you come to actually draw them - you'll know what they should carry and why, how they should stand, what their expression should be... sure you could get all these down straight from your head, but taking the time to actually work all…
Thank you! @sacboi Really glad the nose design reads that way. :) The aggressive split-prong silhouette was one of the main things that drew me to this direction. I’ll try to keep that as a strong feature while making sure the mechanical parts still feel functional and believable. A brief blockout update: I’m currently…
Heya! I've been struggling with this workflow for ages, going from a high-poly sculpt and ending up with what looks like a hand-painted texture. Biggest inspirations being Faf and Orb. <3 So this thread is basically me trying to figure this shit out once and for all. My prior attempts all ended up with me just…
Found this again today, featuring some of the old crowd, and a bit of what Polycount used to look like, back in 2002 when we were all trying to figure out how to make normal maps https://ericchadwick.com/examples/files/polycount_2002_messageboard.html
Hold your horses now. Main focus was face and head and sculpting it based on ref image. The one who sculpts often needs to sculpt based on ref image and nail it or get it acurate as possible. This is what i am trying to do. I am not trying to be concept artist i am trying to learn sculpt based on ref images. The ref image…
Hi! What does the mesh shading of the lowpoly look like? Is it the same on all parts using the same texture? Are the stacked shells oriented in the same direction? I would expect the final shading (normal map applied) to look off for each part that's reusing texture but that has mesh shading that's different than the part…
I have 4 points and their respective positions, i want to be able to calculate each potential combination of swaps i can make with those points. so the first part would be something like thisvertexamount = 4 swaparr = #()for i=1 to vertexamount do( for i2=1 to vertexamount do ( if finditem swaparr [i,i2] == 0 and finditem…