Xiaoling Entertainmnet is South Korea Entertainment studio and working on the 3D animation for YouTube Channel. We are challenging to creat the animation with key frame traditional way, and motion captured data. We are setting up the rendering pipe line and looking for Blender/ UE Rendering artist who has experience with…
Hello all, I am more of a hobbyist/ programmer/modder , so I don't have a great understanding of 3D software technicals, but I have learned how to rig various models by vertex in 3Ds max. I recently had an an animator make me some animations (he used blender) and now I am trying to skin a mesh to this rig in 3Ds Max,…
I am looking for software suggestions for things in RED on my in-between solutions in my workflow pipeline. It has been nearly 3 years since I have done any work for a client, and surprisingly though my portfolio feels pretty dated, especially looking at all the cool things people are making these days, I may have a gig to…
Hi I am trying to use this workflow: https://youtu.be/Nz7oY1q470w TLDR: Basically you create your high poly and low poly as usual,but when is time to lay out your UVs, you make them more aggressively (Ignore hard edges etc) which results in less UV seams which leads to less vertex counts in game. And it all works because…
Hey Pcs, I want to hire someone to do several animations for a character that I rigged in 3dsmax with bones+skin modifier. The person I want to hire works in blender and states he could not use the rig from 3dsmax. Can anyone tell me if thats possible or not or if he just wants to do get paid to do the rig aswell x) From…
Hello everyone! I'm pretty newbie in 3D but I'm fast learner.Currently I'm learning pipeline for game assets: ZBrush -> Blender -> Substance Painter -> Unity5This is the first asset i created, trying to complete whole pipeline and get some "game rdy" asset. I created High Poly mesh, decimated it, Remeshed in ZBrush and UV…
So i tried some hours but i still don't get why some parts are stretched. This UV Layout is the raw one, unchanged by me. The only thing changed is the size that is averaged automatically by blender, but what didn't change the scale of the big parts. Those red lines in wireframe mark where blender cuts for UV Unwrapping,…
Hi!I don't really know if this more UE or Blender topic. I'm doing the rigging stuff to Unreal Engine 4 with rigify workflow. It works perfectly, but it requires from you retargeting animations from marketplace. I'm thinking about to simplify the workflow with getting rid of "retarget step" on the engine and animating…
As some of you probably already know, Blender 2.8 is finally approaching it's final stage of developement and iterations. The BETA officially got released last week and people can already grab on and test the new implemented features (be wary of possible UI changes and bugs though). One feature/tool that I mostly…
Hey guys, I'm a long time Silo user, and generally a fan of Maya style navigation and selections. I've had a long interest in Blender but was unusable for me out of the box. Pretty much about the time it got DynamicTopology (Dyntopo) Sculpting is when I got a hold of a custom setup that brought some sanity to the whole…