It's been really awesome to see command-line batching tools added, this will come in very handy :) One thing that we think would be quite useful, is a way to perform a batch re-render of existing Quixel projects. E.g. in the event that we decide to tweak or update one of the base materials and would like to propagate the…
More Master Materials Made a master material for my walls, I've added a function that generates dirt (or other materials) from the bottom of the building. I created a lot of parameters so I can make even more variation! (Gif shows falloff and max height function.) ^ doesn't need explanation I guess ;)
The terrain is generated in houdini from a heightfield and converted to an unreal mesh. The green and yellow you see are just proxxy geo spawned from houdini showing you where the fields will be, most of the heavy lifting from this tool has been done in houdini and just applied in unreal engine :)
I have put about 20 hours into this study over the last week, and I feel like I'm hitting a wall. I would greatly appreciate critique. Please, don't hold back. I am aiming for a healthy build with realistic proportions. Some specific areas that I think are giving me the most difficulty are the shoulder/upper arm, overall…
Hi guys and girls, I'v been making a few game assets, im hoping to get them into dayz standalone if i can work out how. This is my first time 'successfully' making a low poly and baking down textures to it, they arent amazing, but I learned a lot doing it. will be adding more as I go,
We are looking for a animator to do some heavy lifting for the 3D artists on the project. Rotting circuits is the title you'll be working on. It's a open world sandbox survival game set in 2050, think terminator meets the walking dead. What's in it for you: this is a perfect opportunity for someone looking to add to there…
Finished! Check it out here: https://www.artstation.com/artwork/1nmGgL I wanted to try out a handpainted character that was really colourful so I decided to make a stylised mermaid. I'm not a concept artist so any advice on the design is appreciated and I have no idea how to do handpainted so that'll be fun! Here was my…
So I was working on this mask and was adding the stitching but it was pixelated. The ONLY division it would look ok was division 5 which brings the mask at 12million+ ActivePoints. I really shouldn't be needing high numbers, my mesh was clean and I had used zremesher/claypolish going into this. I'm really curious what…
I've heard that some people more or less do all their texturing in zbrush for game assets (inc spec/norm map) and I wanted to try it but I just can't get my head round one thing, the uv's. If you put your asset into zbrush it needs to be the quaded version that you made in your standard 3D app but this is never uv mapped…