We are no longer accepting applications for this job. Thanks for the overwhelming interest in joining our team! _____________________________________________ We’re an experienced team who are having a lot of fun working on our upcoming indie game, Luma Island. https://store.steampowered.com/app/2408820/Luma_Island We are…
Thanks for the reply. I'll try out generic RTX when I run into this issue in the future again, and yeah upgrading my GPU at some point would probably also be a good idea. I also fully agree with you, that one of the reasons why Marmoset is so darn good, is because it's able to bake blazingly fast. One is able to do many…
Guys I am just testing out 3d coat and it seems like the program I always wish zbrush was. Compared to zbrush, 3d coat offers: * actual viewport rendering so you can see what you are doing and it is not totally different compared to how your game engine will look * you can hot swap between sculpting and texturing on the…
Hey there! I try to bake highpoly cube to lowpoly cube with 1 edge on the lowpoly cube, and t tried with merged uv-s, separated uvs, hard edges on uv border, but still getting seams at the edges in the engine. Question: Can somebody show me (or it is even possible to make) a lowpoly cube with no bevel on the edges and…
Hi, I am just an individual looking to get some environments and other assets modeled for personal use, with textures and color. The projects I have in mind would be pretty big so I'm open to any and all discussion of prices and time to delivery. I also recognize due to the scale and complexity of some of my requests that…
Hey guys wanted to share my latest piece of terrain design using Gaea as the main tool. I tried to push the software as much as I could to do the macro intention and then I just textured in painter to create a roughness and color variation by applying some materials from megascans and overlaying some masks. I hope you like…
In blender when baking with a multiresolution modifier from this highpoly: The baked normal-map on the low-poly looks like this when using "Bake from multires": These are the UV seams: I thought it had to do with UV seams first, but it's unable to bake round edges anywhere at all, anywhere on the model. I noticed that…
Statement, a creative post-production house based in Barcelona, is seeking an experienced Senior CG Generalist TD for an immediate start. Qualified professionals are encouraged to apply promptly. Type of contract: Full-time permanent contract Description The Senior CG Generalist TD is a methodical and technical…
Japan breaks ground on world’s first museum for video game art Construction on a state-of-the-art facility that includes the world’s first museum dedicated to video game art has officially begun in Japan’s Yokohama city. Article -…
I'm working on a project that uses Z axis so all the objects are facing X+ axis. I know I can change the mirror axis of each object, but how do I save it so it doesn't reset the next time I load ZPR? Or may be there's a way to change Zbrush's default mirro axis from X to Z?