Hi guys, Meybe some more experienced artist could shed some light on those questions of mesh export: 1. What are tangents and binormals option? 2. What is split per vertex normals? 3. What is preserve edge orientation? Thank you!
Just an Update for the Forums we now have 2D Concept Artist 4/4 3d Modelers 3/4 3D Character Modelers 1/3 Rigging Artist 2/2 Animators 2/3 Programmers 5/5 Level Designers 3/4 Sound engineers 1/2 Writer 2/2 Dialogue Artist 1/2
Hello, Let's take a closer look! Please email us at support@marmoset.co with your scene bundle and mention in this topic: **Scene Bundle Export:** **1) **File > Export > Scene Bundle. (Save this to a newly created folder). **2) **The zip should contain: .tbscene file along with the /assets/ folder. **3) **Zip up the newly…
Hey everyone ! Taking the occasion to share some lighting work made for Alan Wake 2, from levels and cinematics. I had the chance to work on multiple locations from Cauldron Lake to Brightfalls, passing by the Dark Place. Enjoy ! :3 Cinematics : https://www.artstation.com/artwork/zPR026 Dark Place :…
Basically that. How do you planify on grouping UVs from a set of objects - atlases as for my understanding - on large scenes to also ensure decent texel density to bake? You do it by area? - idk, kitchen, room 1, room 2 - by type of object? by size? Hope that makes sense @_@
Zbrush is slightly weird in that it works in generic units, rather than in defined metric or imperial. What this means in practice is that something that's 2 units tall in Zbrush will import into Maya at 2cm tall, and Blender at 2 metres tall as an example. Maya's default unit is cm, blender's is I think metres (don't…