Looking to hire an experienced 3D character artist for a fixed-price commission. US-based only. The deliverable is a production-quality Character Creator 5 (CC5) character built on the HD facial profile — 262 blendshapes intact through UE5 export via Auto Setup 2.01. The character is a semi-realistic stylized human female…
Plan is a good one and high resolution at 4k for a hero portfolio piece I'd want to squeeze in every pixel could possibly grab thereby hopefully capture the attention of eyeballs that actually matter which typically, at a glance what you've created is worth their time continuing too scroll through a detailed breakdown how…
Here is a test demo for the robot switching game mechanic, and some basic obstacles for testing. https://www.youtube.com/watch?v=t5Y0dBFTTlg But since I made it so that one button switches possessing the robot and the point of view, and one button only switches the point of view, the controls don't feel intuitive. So I may…
Subdivision sketch: Basic stocks. A quick visual overview of modeling simple furniture that has compound curves. Block out. Start by defining the basic volume and proportions then develop the primary shapes and surface profiles. Rely on tools and subdivision smoothing to generate the final curved surface whenever possible.…
Assuming your project involves high to low poly bake workflow? then from my perspective both elements completed thus far seem fine, imo nicely quadrafied too project an optimised proxy off of. As for face counts including relative number of cylinder segments, well they're dependent upon screen space this object or parts…
There is a analyse view or debug view mode in Max 2010 + called xView that lets you color highlight double or overlapping faces, hidden verts and alike. its under the view settings of a viewport:
A little interesting OOB point of view. I created a procedural generation blueprint to place the background blocks more efficiently. Its controlled by seeds to maximise the variations while preserving the placement without it regenerating every time we run Unreal.
We're using Marmoset to prep our product models as GLBs to go on our website. Our current GLB viewer's output looks different enough from Marmoset's that we're considering switching to embedding .mview files and using viewer instead. However, we would need to disable some of the viewing controls - in particular the "view…
I have version 3.08 and Tessellation with PN Triangles works very nicely within Toolbag itself but after exporting to a Marmoset Viewer scene package, and running the .mview file from my desktop, there is no tessellation happening at all. Is this normal?