Update - to everyone that responded; thank you. It will take me a bit to evaluate the submissions as we are quite busy. I appreciate your patience. We’re currently working on static visual assets for a cyberpunk-themed website and e-commerce shop that sells enterprise servers and IT hardware. The aesthetic is dark with…
it works ok only in rare cases where photo resembles heigh info . Something taken at overcast sky and more or less color even . In all other cases such normal maps look awful when light angles are sharp to surface . Adobe Sampler have AI that could try to guess height info but it works more or less fine for those cloudy…
Well, if there's one rule for cloth in games, it is that "clothsim" isn't the obvious solution it may seem to be. Cloth in Fortnite is made with bones : https://youtu.be/Oe7fYS9qxmk?feature=shared&t=1276 More generally this kind of stuff is always more tricky to setup than what one would expect - so, never ever leave it…
Hello! I'm looking for Environment Artist (Unreal Engine 5.5) as a project partner. Our talent: We’re a small two-person indie team. My main profile is audio—sound design, music, dialogue—while I also manage coding, narrative and production (search wetdreamsexciter). My teammate is blocking out the world. We now need a…
How ours is set up right now; divided into two sections. Artsource (source files like sbsar, psd, max etc) and Data (sbs, tga, fbx etc). ARTSOURCE ---------> Shared -> Concrete -> Metal -> Plastic -> Props DATA ---------> Shared -> Concrete -> Metal -> Plastic -> Props What I'm thinking to changing it to; ARTSOURCE…
Paid/ rev share Discord ID: Rob (Eggbeast)#3291Email: Robg@savage-game.com Introduction: Project Director at UK-based Savage Game Design Ltd. We have 80 team members worldwide working on Arma 3 Creator DLC. Pitch: Previously made Arma 3 Jets DLC https://arma3.com/dlc/jets Planning to release another paid DLC for Arma 3 in…
To solve the issue presented in the first image, I would match the lowpoly curvature closer to the highpoly. Check out this valuable thread on the topic: Understanding averaged normals and ray projection/Who put waviness in my normal map? The exact issue shown in the second image is hard to determine without more…
I've send the an email to Unity too but I wanted to see if you guys had alternatives. You touched upon a point that is quite true though: "Obviously someone who buys the package could share the URL, but nothing prevents them from sharing the entire package if they want to be assholes, so it's not really more or less…
It's currently PCVR but mid-spec. I have another question with regards to texturing. Since it's VR, if I have some hero assets but they're quite large, the texture I create for it is being made with Painter. I set the resolution to 2K and the UV unwrap is contained within the UV tile space. I'm not using UDIMS. So in this…
Ponte Ryuurui as an example, is big on generating appropriately variable radius bevels for most of his hard edged objects, especially his course content models made with HardOps - I mean your picatinny rail looks so sharp I'll be able to shave my beard, with it. ...if this is an improvement thread based on hard surface…