Title: 3D artist Focus: Polishing environments and props Type: Full-time, project-based (approx. 1 year) Last day to apply: 4th of November 2018 We at Frictional Games have previously released Amnesia: The Dark Descent, and more recently SOMA. After 3 years of hard work, we are now close to finishing one of our new games.…
Hi all, I'm playing around with the mid poly workflow in maya and had a question regarding the workflow from modeling to texturing to engine as I have yet to find a proper answer on this from the different tutorials I've watched. This is my software setup. In case software version matters. Alot of research I've seen is…
"Is it possible to transfer a Maya (or Blender) rig directly into Unreal using FBX and keep the weighting?" That's kindof my point : by tackling a tiny portion first and taking it all the way down to the finish line (instead of doing a full character), you'll force yourself to run into this kind of question earlier than…
Great write up, awesome tutorial thanks for posting! One other thing that helps too is baking in some AO into the vertex colors and pump that into the Ambient Occlusion in unreal. This really helps the model self shadow and it can be almost impossible to do AO the standard route with texture map when so many separate leaf…
3D Character Animator (Senior/Lead) As a 3D Character Animator at Vertexbee, you will spearhead the creation of high-fidelity, realistic character performances for an Unreal Engine 5 project. You’ll be part of a newly formed agile team of industry veterans that will push the boundaries of Unreal Engine to achieve artistic…
baking in Maya works perfect as long as you do everything correctly :D Normal maps are fickle. 1. Got to have uv seams on any hard edge with enough padding and a hard edge on any uv seams (sounds the same but kinda different lol) I use a script that auto sets the edge softness and then if there are any big planar faces…
you really need to normalize the values in your textures. it's really causing your models to light inconsistently from one asset to the next. the mirroring on the corner of the trailer really sticks out. its also plain to see that you didnt do this to save memory, but its in your actual texture page. it's distracting, and…
Hi! I've recently been getting into environment art, and I've familiarized myself enough with the tools to sculpt and texture a stone wall, for example. However, just having a texture on a flat plane is lame nowadays. So I'd like to add actual geometry to the walls, such as protruding rocks. Same for the ground! A simple…
hey meshfx i think there is a quite good breakdown on th efirst page like here as you can see there is a zBrush hipoly created, which then is baked in xNormal onto a lowpoly. There are no normal maps, but a heightmap. The AO map and or cavity is usually used as a layover for the low poly and is the BASE for the hand…