Hi everyone! Very happy to share my latest project, the Winchester 1876. It was a great challenge to recreate this piece of the old west. Hope you enjoy it. More pictures and videos on Artstation: https://www.artstation.com/artwork/qJwnPn
Hello good people and greetings from Switzerland. Just joined, thus few bits about myself and my project: I'm a passionate gamer and game collector since almost 40 years (PC and console - all game systems matter! ). Reguarding GameDev; I'm a self-tought amateur. Started in 99/00 creating my first own maps with the…
Hi!So I've been sculpting this character and I'm using the MetaHuman topology. I now want to project a 3D Scan Store basemesh for the body and for the head, TexturingXYZ. My MetaHuman basemesh is at real scale, that is 180 cm tall whereas the Scan Store mesh is 1.8 cm tall.What is really the correct workflow you all use…
Hello there, it is my first time designing a Game UI prototype for my personal Project. Problem is, it looks very boring and lifeless, meaning I have room to improve. Being it my first time, I have literally no idea what to pay attention to and how to make it more user friendly. I hope to get a general assessment how I can…
Its been quiet around Sane in the last few weeks. We had to focus on the gameplay demo for our graduation and im happy to say that we managed to finish it and you can watch a playthrough of it on youtube! Some bg info for where we are in the story when this demo takes place: The year is 1919 and you play as the young girl…
No Limit Games is looking for additional team members to come and work with us on Vengeance, and possibly other games to follow These are the positions we're looking to fill: - Character Rigging - Character Texturing - Character Animation - Unity Programming - Level Design Character Rigging: These individuals are able to…
Hi everyone! I’m trying to transform an stl miniature into a series of subtools with good topology for their deep customization for 3d printing. I’ve dynameshed the main model, separated it into pieces, then remeshed, subdivided and projected details for each subtool. However, even after all the transformations: *…
depends Traditionally people will use a hybrid solution where their vertex color mask is modulated with a tiling noise texture - often world space - to allow for variation based on position and if you can afford it, uniquely modified vertex color. That usually holds up fine under lodding - and if not, you just fix the lods…
When I was nearing the end of college I worked for a month under a non-paying animated television show creating 3d character assets. I left after a month of the "creative" director yelling at us every meeting for having full time jobs, school, families, and other things taking time away from us outputting 40+ hours worth…