A shameful crosspost, but I actually accidentally posted it first at ZBC, not thinking it was more appropriate here considering it's game art. So... I just wanted to post a wip of a character for a portfolio piece. It's supposed to resemble Wesley Snipes from the Movie "Demolition Man". I need some critiques as I'm not…
To make the grass look better, use the same color for both the ground and the bottoms of the grass blades. This will automatically help them blend together, helping avoid those hard edges where they meet, and making the grass look softer. Before/after:
It's currently PCVR but mid-spec. I have another question with regards to texturing. Since it's VR, if I have some hero assets but they're quite large, the texture I create for it is being made with Painter. I set the resolution to 2K and the UV unwrap is contained within the UV tile space. I'm not using UDIMS. So in this…
Often times a modular kit gets made by one artist and used by another, so IMO you want them as robust and simple as possible. 0.5m is probably the minimum snap distance, but I would keep it to 1m if possible. The smaller your snap distance, the easier it is to misalign things and not notice. Closed meshes are generally…
I did and it reads the mesh weird. I took each mesh from the ANT Landscape generator in Blender, as in some of the faces will not displace properly for one. Two I cannot get them to blend in good enough. But, it matters none the less now. I have decided that Blender and Substance are just not capable of that as of yet. The…
Studio: R16 Interactive Project: Tale's Edge Role: Technical Animator Type: Contract (hourly or day rate) with opportunity for full-time if deemed a good fit for both sides Location: Fully remote, global applicants accepted Rate: Competitive based on experience, engine understanding and location. Please share your…
Hey again. I ran into a little problem with your macro and would like to share my solution while I wait for World Machine to finally render my last modification to my terrain. It's in relation to Unity and splat maps. I found that using your shader I had a lot of trouble getting my splat maps to be sharp and accurate…
I'm not entirely sure if you're suggesting to attempt to salvage a project by appending the contents of a file that can't be opened? Sometimes it works, but when the RNA structure of the file is broken it'll likely fail and there's pretty much nothing you can do to salvage it other than relying on different backups. I have…
I don't know what engine you are using, but some engines can create odd bugs when rendering a toon shader effect where there are masked/transparent meshes. If this toon shader is a post process effect, it might just ignore the transparent/masked meshes. If they are set to a transparent type of blend mode, they might need…