Hello, We are working on a high speed Sci-Fi racing game in a similar vein to F-Zero. We're looking for a 3D artist who can build out low-poly 3D models of racing vehicles in a similar style to below: Payment will be per asset. If interested, please contact via e-mail: GeoffJReed@gmail.com with a portfolio and what you…
so looking for answers and one google search led to this old thread http://polycount.com/discussion/139219/maya-uvs-texel-density reading down till the numbered list I had a question... * before moving all shells into the uv space (for the UV snapshot) when i resize my shells to fit into the uv snapshot space, the good…
If you plan on shrinking the final normal map by half, would you say a padding of 4pixels would be enough? I mean, what tyoe of padding "X" do you need from going large to small? Example 4096 to 2048 = 8 pixels? 2048 to 1024 = 4 pixels? 1024 to 512 = 2 pixels?
AlexandrL Thanks ,its exactly what I asked about because I often can't make it work at all or even export from Designer. Only something very basic . Any custom node, pixel or value processor and its almost zero chance . For your case it just follows basic logic : zero in no, one is yes. The rest is UI decoration.
Hello, we're Indie developers currently working on a 2D soccer game for iPhone (a-la Kick Off) and we need an help to get an original graphic set for players and fields. The idea is to put the resulting game as (small) priced app on App Store, once finished, so we want to pay the artist for his work (more or less a…
Hello everyone, I was wondering if there was a good way to accomplish the following. Let's say I already have a model uv unwrapped and textured. Then let's say I did a terrible job on the un unwrapping and I want to redo the uv unwrapping. Is there a way easily (with no loss in image quality) do the unwrap and have the…
Hey, I'm hoping somebody can help point me in the right direction for figuring out how to get my rock mesh kit to seamlessly blend each mesh into the next. I've experimented with Distance Fields and Realtime Virtual Texturing but neither seems to do what I want, based on my experiments. It seems that each was made to…
Thank you for your feedback. Yes, I know it’s possible to embed images directly into the forum, but they turned out too long (Full HD), and I was afraid to resize them because they would become too “pixelated” and “blurry,” which led to other users missing important details. I’ve always used imgur.com, it’s very…
"Why does the green part show up black in the shading of the material?" A normal map perturbs the "normal" direction of a pixel. In substance painter, the shading of a pixel in its realtime rendered view is determined by a lot of factors. Basecolor, roughness, and Metalness. And the panoramic image that makes up the…
Hello everyone,<br> <br> My name is Gwen(doline), i've been working for 6 years in the gaming industry as a character artist. I've been working at Gameloft Montreal for 3 years on the diablo-like mobile series 'Dungeon Hunter'.<br> I left the company in April 2013 to become a freelancer.<br>I was also involved in the…