Hi there! We are looking for a 3D artist to help us create the art assets for a game that will we educate children in a fun to play an educational game. What we need? - All our 3d assets will use texture swatches (See here for an example of the technique: https://www.polygon-treehouse.com/blog/2017/12/6/swatch-magic) - We…
Hello, we're looking for enthusiastic, talented artists to support us with our game art and gambling projects. We intent to staff the following positions: Rigging/Animation 3D Sculpting/Modelling/Texturing Upcoming projects are ranging from casual online games to next-gen console productions. Therefore were searching…
Hello, we're looking for enthusiastic, talented artists to support us with our game art and gambling projects. We intent to staff the following positions: Concept Art Rigging/Animation 3D Sculpting/Modelling/Texturing Upcoming projects are ranging from casual online games to next-gen console productions. Therefore…
Hello , I have a problem right now with the FFD modifier in 3dsmax .... I have a scene with different objects and I was always able to modify all of them together , selecting them all , applying a ffd and then move the control points ... after I installed win 10 I had to reinstall programs and all , so today when I go work…
Hi all, I've been looking at different tutorials for how to make realistic hair for games and I've run into a snag. The tutorials I've come across don't have an answer for me. A lot of the tutorials I have come across are for maya and marmoset toolbag 2. TL;DR I laid out hair cards in zbrush, UV'd them in Blender, and…
So I’m really digging in to the power of DDO and I like it. However I really want to take advantage of the legacy presets, which can fill in everything of a different material ID with a different preset. However I’m curious on how this works. Such as 1. How can I control this so that I could automatically apply a preset to…
Hey guys, I'm working with an optimized model imported from Meshlab. I've reduced the face count in Meshlab with no apparent problems, and have imported the mesh as an .obj into 3DS Max 2009. While the mesh is still in Editable Mesh state, I've applied a Unwrap UVW modifier to the mesh, with the intention of using the…
Hello everyone. I am using 3D coat for painting a simple 3D model in a cartoon style. It is for a mobile game, so there isn't much detail needed. Still, I'm having this problem: I am using an obj version of the model in 3D coat, in which I painted only diffuse without complications, but as I exported the texture to Unity…
Hi guys, I'm unsure about the workflow for producing an animatable character using zbrush and Maya. The way I used to do it was: sculpt a base in zbrush > retopo in maya (modelling toolkit) > UV retopo'd geo > sculpt over the new geometry in Zbrush (discard old sculpt) > displacement maps But this process takes long and it…
Hey all, I'm currently trying to wrap my head around some AO-related strangeness. Any insight would be appreciated. The situation is that I'm using an engine resolution mesh (8k tris, ample geometry) with a nice high-res normal map applied to bake an ambient occlusion map. The strangeness occurs in the outputted AO map;…