If you are interested, click on this link: https://apply.workable.com/breederdao/j/3C2815151F/ or you may reach out to ali@breederdao.io and include the title of the role in the subject line. We are looking for a passionate 3D Character Artist to breathe life into the characters and citizens of the BreederDAO metaverse. In…
Testing my materials and painting while prepping for refining tweaks. Will probably add another accessory and begin posing soon. (*) Hand painted skin in Zbrush with no spotlight projection. I know how to fully do that but painting the skin yourself is way more fun. I used the skin pore alphas from XMD in RGB only to paint…
Substance Painter pretty much has Photoshop's brush engine in it right now, so it's... actually really great for hand-painting even if you dont use the other layer stack and fill tools (though used in combination I personally think it's very powerful). I have a few of my fave brushes from PS in my shelf, even. I made this…
Thanks :) I can't test on mobile but i think it should work, the polycount is not that high and multiple models have LOD. I do use Atlas yes, the entire scene use 3 atlases, there is a separate material for floor as it was suppose to be usable for terrain. Everything was done in Substance Designer so there is a few…
We have been working really hard to get more things done. Some gameplay core and robot AI work. Now we have 25km2 playable area where foliage, rocks etc.. are spawning procedurally. Player is also now able to build different buildings in VR to maintain colony and keep food and energy running although we still need to…
Megascan does around 0.83. Some guides tells it's 0.76. Chat GPT told me 0.75. Adobe substance libraries have a lot of around 0.5-0.6. Textures.com are in range of 0.75-0.9. It all gave pretty subtle difference in our old renderer and Megacan ones looked almost matte and now 0.76 looks like a nuke when the sun is around 25…
Aye Yo Polycount! I wanted to share my latest scene. I have been working on this project in my spare time and really wanted to share it with you all. I have both a breakdown of the scene and a tutorial on how I did procedural generation for foliage and grass in my scene. I couldn't find any tutorials on how to do this so I…
Andrew 'dr1ver' Maximov has a great thread going about how to do more with procedural materials In his thread "The Desert" he covers some interesting ideas on how to blend materials together procedurally. These aren't your fathers procedural materials that stand out as a hallmark of the early days of 3D. Andrew is floating…
Hello. I'm an amateur 3D modeler hoping to make a career in it. I work in Blender and Substance Painter. I spent a lot of my modelling time since I began several years ago focusing entirely on learning how to model, but only in the past year or so began learning about normal baking and optimization for game engines, and on…