Hi everyone, We’re Lucid Realm Studio, an indie 3D game art production team, currently looking for mid-level freelance 3D artists experienced in creating stylized hand-painted armors for a stylized MMORPG project. Texture quality level and art direction is similar to WoW. Project Style * Stylized MMORPG * Hand-painted…
For UE use : do your best to generate decent-ish UVs (ideally by proactively marking seams on the pieces as you model them), and bake down the Blender bevel node (or the Modo/Max/Maya equivalent) to a normalmap. Or, bake everything (with hard edges) as an Object Space normalmap, blur it ever so slightly, and convert it…
update: solved, kind of. not worth investigating because advanced skeleton actually has a blendshape correction wizard, which if you use, makes it so that this problem isn't a problem. I had been adjusting the blendshapes manually. if using sculpting brushes on a non-skinned model, you can toggle the display so that the…
well, I can think of two big things to comment on; 1. does the katana have distal taper? Many 3D artists model swords as if they were cut from a flat sheet of metal; you want distal taper. 2. Is the cross-section of the katana grip oval or perfectly round? You want an oval cross-section for edge alignment. other than that…
This week I focused primarily on the texturing process and the initial scene setup in Unreal Engine. I completed the full texturing pass on my model, making sure all materials were properly created and applied to achieve a consistent and realistic look across the asset. I paid attention to detail in the surface quality to…
please allow me to express some comments. I've been following this thread since the very beginning (last year) *wow it's been a year of active development. Honestly I prefer the old UI framework, it's simple and uncustomizable, but the speed was awesome. launching the app wont take as long as current. The current UI has…
According to NVIDIA guidlines for aritsts: What does it mean ? It is only about starting position (from default pose), or is it about entire animation ? Ie. I can get and long dress (robe), to do not have any intersections on default pose (or even to few frames in), but with more extreme, dynamic animations it seems to be…
Have 5 Human models 3 male and 2 female models that need skinning using character studio in 3DS max. The characters are about 15K in polys. Some characters have jackets Females have long hairFacial bones are basic. Eyelids, brows, and 6 mouth controls. Want to have some nice simple expressions. Controllers/Bones will be in…
Let that be the first post of hopefully, my large sketchbook I think I will be posting things like random drawings or things that I've made but didn't plan on developing further, incomplete models or stuff made in the past that I'm not so proud to show in my portfolio. Bigger and new projects, like complete models, I would…
Okei!I wanted to start on a big project, and i like to test a lot with my models during the progress to see what works.. and what doesn't. I guess i overestimated the power of normal map a bit to much , and i do NOT want to do retopology in zbrush.. since i HATE it >_< ..Must avoid retopology at all costs. which leaves me…