Hit me up. Sound Designer Job duties include: · Designs, develops, implements and debugs audio for next-gen game development. · Assists in determination of audio tasks and develops scheduling to complete those tasks. · Creates audio assets using PC and Mac based software and hardware · Collaborates with team members to…
- After two months of intensive work and sharing, Reallusion and Polycount announce that the iClone 2016 3D Character Design Contest has finally come to an end with dozens of incredible character entries that have helped rewrite the 3D character design rules. 3D character design has proven to be one of the most challenging…
And there we go. Same caveat as last time, there may be omissions or errors but hopefully not too many. If you notice any just tell me (and if you don't have a Polycount account bug me on Shoryuken or SA or wherever else I may be, same nick). Secrets of anime-like 3D graphics, part 2 Opening statement: you can slap toon…
Available on the Unreal Engine Marketplace Contents: Overview - What does the shader do Initial Setup Material Overview Outline Material Greyshade Material Hatching Material Ink Material Paper Material Toon Shader Brush Stroke Material Painted Sky Material Pixelate Material Vignette Material Mixer Material Combining the…
here's a custom status bar i use, has a scripted version of the tti that works with subobject selections. Currently needs work, has some bugs and i'm sure there's a lot of redundant code,but the functionality is there. Haven't spent much time on rotate or scale. Careful with selecting large amounts of edges or faces in a…
after replying here people asked me if they could have that script with the spinner that lets me smooth surfaces without the usual hassle in 3dsmax. The picture I posted back then was: http://www.renderhjs.net/bbs/polycount/tips/quarantine_map_smoothing_groups.gif its a common task for me fixing the smoothing groups of…
Update 1-23-2015 So I figured I had a lot of questions about how I created my high poly concrete trim texture and a lot of the process that went into it. So I decided to give away the concrete trim texture and the high poly to all of you guys so you can take a look at it, mess around with it, and hopefully learn from it!…
Team name: Gnomes^Nth Studios (Not registered or anything, just the name of the website) Project name: Imperiums Brief description: A sci-fi tick-based Browser based game with a simple graphical map in very, very early production. I've been mainly doing back end things like code to generate the map database, game database,…
Main question is, bit depth of bake (i bake in marmoset) and final output bit depth must be same ? How flexible am i ? If i bake 16 bit can i use 8 bit and 16 bit ? 8 bit dithered targa looks completely okay https://i.imgur.com/pZMa4kB.jpg These are how maps look like in UE4 (16 bit .psd bakes) 32 bit* .exr (this part is…
Cassowary assets modeled in Maya & I did some sculpting in Zbrush,Mari for the texturing ,I used software maya Xgen and Fibermesh for groom , Rendered in Arnold also did some wip composting in Nuke & Photoshop. https://www.artstation.com/artwork/QzA5Zr https://www.zbrushcentral.com/t/cassowary/367819