http://www.gamedevmap.com I would figure out what areas you are most interested in, and then move somewhere 20-30 miles away (where you can most likely actually afford to live) and then focus on trying to get into those studios. Personally I think that June is plenty of time for you to allocate yourself time to build a…
Hey dude, sorry, it's taken me a little while to get in here. The cobblestones have been covered. Listen to Vig. I'm also with him on the bricks. They're too red, and too saturated. The shots I can find show a lot older looking, brownish bricks, with a lot more variation from brick to brick. You seem to be going back and…
Well, without getting into all the technicalities of the various software, specialty addons for Substance Painter, and nonsense regurgitated by ChatGPT ... it looks alot like the UVs on this sight are currently in an unacceptable state. So addressing that first would be a good idea especially if the goal is to have a…
Hello, I am trying to convert a description created in Gen X to the interactive groom editor. I select my description click "generate" click convert to interactive groom, I check output prefix and name it and once I click convert nothing happens! and the description doesnt appear in the interactive groom editor! Am I doing…
I'd suggest asking the engineers who built your game engine. You'll usually get better outputs from people who know the specifics of your custom format.
Going to try posting to this as often as I can as I appreciate the feedback, I have been tackling with a rough project recently that I have currently 'Finished' however I can easily see myself coming back to this in a few years to improve is. My main issue is the quality of the textures, but since I did this across…
Would love to hear some opinions on this character im currently working on, kinda feel stuck because im not satisfied with the level of realism it currently holds, plus i have issues with bringing all the details of the sculpt to the render stage, it feels like half gets lost during texturing. ( also after texturing…
I've been trying to figure this out for awhile now but I just still don't get it. How do people make hairs like these and have it all connected as one continuous mesh? And I'm especially confused on how people make the back of the hair as well, the scalp part I mean.
ive been working on a robot for 18 years now .. more seriously - pre-substance painter our outsource partners would produce a set of modular assets (average 10-12 pieces) mapped, textured and lodded (5-7 handmade lods) in 20 days with feedback. This was first-party AAA content for ps4 speed comes from making good decisions…
Short answer is that you did some edge loops or something after doing the skin bind. Long answer because I'm procrastinating bigtime! So when you do certain actions/modifiers on a model, like bevel or add an edge loop for example, a history node is created that stores what was affected and the parameters of that operation.…