Hello there! We are looking for 1-2 new scene artists to help us produce content for our D&D / Fantasy monthly content we put out to our subscribers Timeline for each piece will be between 2-3 weeks (quicker if you can!) A certain level is required and they will need to be kept in line with the current style we have from…
I'm somewhat new, and I apologize if this is a stupid question. I have a lot of small props in a scene I'm working on, and I want to know if it's good practice to combine the UV maps for things like that. I also don't know if I'm phrasing my question right. I want to know if it's best to keep them separate, or if it's seen…
The zombies have risen. :p I see ngons as being valuable, but mostly as an intermediate step. Ultimately, models are just going to get triangulate or converted to quads if for no other reasons than to promote clean topology and avoid non-manifold geometry. Nobody wants their models or textures distorting in unpredictable…
--- CLOSED FOR NOW, NO LONGER ACCEPTING APPLICATIONS --- COMPANY Gandju LOCATION Berlin or Remote TYPE Full-time / Part-time CONTRACT Initially Contractor/Freelancer. After we have secured our first round of funding, Full-Time Employment with corresponding compensation and benefits (in line with the Berlin market).…
I don't normally like to talk things up (especially if I didn't make them) but this is really, really good and the Docs/promotional material don't do it justice. I've got a lot of experience using real satellite and GIS data in Unreal and it's been a completely miserable experience the whole time - despite the suite of…
Hi! I wanted to make a film of my scene for my portfolio but I have a problem that MRQ gives me different picture than I have in viewport. Antyaliasing settings It seems it can be also related to command r.Lumen.Reflections.MaxRoughnessToTrace. Now it's set to 1, but making it lower causes graphics issues as you can see.