@Indi2410 Get Maya Indie. Its $300 a year (far more affordable than the other options) and shouldn't be too hard to set aside that much money for it if your not financially pressed. That eliminates potential problems with trying to get your hands on the program through 'other means'. About learning Maya, I get where your…
These next set of renders were made in ZBrush, a sculpt of Billy The Puppet from the Saw franchise. I focused a lot on getting his face shape correct, I wanted to do him because his facial proportions seemed like a fun thing to try and sculpt, and it was! The details in his hair were harder for me to figure out, but I…
Hey there guys!! So, I have recently been studying hardcore about everything texture creation (especially for environment art)... I was wondering, especially after watching the Eat3D tutorials "Old Pillar" and "Next-gen Texturing," how exactly he goes about getting that very useful flat color map that he brings into…
The ryzen hx3** / strix point or whatever they call them are surprisingly capable and have extremely fast unified memory - they're as close as you'll get to the new mac minis at about 12x12x5 cm and aren't silly money I've got a 370hx with 32gb of 8ghz ddr5 - iirc it cost around 700gbp. The gpu is somewhere between a…
In unreal script hook the TakeDamage function of your target class object to a scoring routine. Have it pass along the hit location. Just be sure to make your target's center point/origin at the bullseye. In the code get the distance from the object's origin/position in worldspace to the hitpoint in worldspace. Feed the…
@Dmorgan Absolutely not too late! Glad to see you're keeping up with it and working to get it all finished. =) I'd say you have a good shape going on with everything in place. At this point, I'd just refine the texture work you've got with it. Right now it looks like you're using some noise textures but I would recommend…
It's bad planning to just make piles of assets and assume they'll get used. It's better to block out the level, and create concepts or gather reference, and base the number of environment assets off that. If level designers haven't finished making the block out you could make a test environment. Keep in mind that there are…
That looks amazing, great work. Personally I feel like it's only missing a few nicks in the paint. Both to sell it as a vehicle in rough use and to get those beautiful metallic highlights where the paint has stripped away.
Hey everyone, I struggle to understand how to best approach UV-unwrapping/baking the normal maps for these rocks. I'm using Maya > Substance Painter > Unreal pipeline. There are visible seams in the normals in UE and I don't really get how I'm supposed to prevent them. All edges in the Maya meshes are soft using Soften…
This is what we do as well. It's a bit of a pain, since I don't believe this setup allows for the refreshing of sbsars. If I update an already existing material, artists have to reload the program to get that change. Am I correct, since the refresh option is only limited to an asset that was imported to their respective…