Good Day, I am looking for a local Rigger/Animator in the Toronto Area to complete some work for Pixel by Pixel Studios. The task contains 3 Robots 2 Small and 1 Large to be full rigged and animated for gameplay. If you are interested or know of someone who is please let them know to contact me at:…
Hey everyone. I've been doing CGI stuff as a hobby for a few years. Right now I really want to dig into procedural content creation and I thought it would be a good time to create a sketchbook to track my progress. This sketchbook will most likely contain stuff from substance designer and houdini, with the occasional…
If I understand correctly, since it's just a couple small details, and that appears to be the only reason you need that second texture set and material for that level, I'd probably add the bolt decal to the other levels decal texture sheet so it's all self contained. Limiting the number of materials and textures being…
Interesting point for sure. But this still claims that the AI uses existing images, which it does not. It is based at all the material that it has learned. You can with heavy tweaking also produce copyrighted material. Like you can do with Photoshop. And still if this would be the case, then you simply have to do proper…
Hi Vikram , I think that your showreel is pretty good, i like the rotating model and the background's. the only thing thats bothering me is when you zoom and pan. I think that you should zoom in more so the viewer could see all the detail that you'ved putted in. Take all the screen space if you can. And a other point is to…
Hey, after taking a look at the Blend file, here are some notes: Lowpoly - lowpoly has some hard edges with no splits UVs (for example along edge the blade) - this will result in artifacts when baking the normal map. Using the "Auto Smooth" modifier, which shades edges hard by angle can easily introduce such cases that go…
I only used non-square textures twice and simply handled them like a normal texture, but put all the UV-Islands in the lower half of the UV space. Then after I completed the texture and exported it from substance painter. Then I simply open them in photoshop and crop the top half (which not contains any texture…
Hi, We’re excited about the fact that our team is growing and about possibility to list these work opportunities for UE5 Senior Environment Artist. We hope to attract unique talents and skillsets honed by hours and hours of beating on our craft. About The Company: Digital Shamans are professional video game developers and…
I think it's about 35 in any channel for specular reflectance (i.e basecolour) on metals where the physics stops working (yes, this means you cant have pure red etc.) For dielectrics it's about 50 overall luminance before stuff stops making sense mileage may vary - very few renderers don't contain huge fudges
November -> No Shave November -> Bead -> Hair/Beard/Fur Since Snowstorm already posted a tut on how to sculpt hair this seems like a cool way for some to experiment. And i'm not just talking about hair here, anything containing fur from just a sword with some fur on it's handle to couriers. Pros can be pros and beginners…