Hello there ! Here is finally how i've done it with vray. It's fairly simple, but since i'm shit at understanding technical papers, i struggled long time. So i've simply overidden the mesh normals with applying 3 different materials with a special color in the bump channel as normal map for each. This is the technic i was…
Looks good guys, keep them coming 1. 22Cans 2. 24caretgames - opened in the summer of '08. 3. 2D Boy (World of Goo) 4. 2XL Games Phoenix, Arizona USA 2006 5. 2XL Games Phoenix, Arizona USA 2006 6. 343 Industries 7. 343 Studios Kirkland, Washington USA 2009 8. 343 Studios 9. 4A Games Kiev Ukraine 2006 10. 4A Games Kiev…
Techland, founded 1991, is the largest game developer in Poland. Our games, including Dying Light and series Dead Island and Call of Juarez, have been published globally and won millions of fans. The international success of Dead Island (more than 9 million copies sold) reinforced our position as creators of top-tier…
Senior Technical Artist ArtCraft Entertainment, Inc. is looking for a Senior Technical Artist for our MMO game development. As a Senior Technical Artist you will help to bridge the gap between Art and Engineering. You will be responsible for helping artists push the visual fidelity of the game through the creation of…
VFX Artist ArtCraft Entertainment, Inc. is looking for a VFX artist to join our MMO game development team. As a VFX artist you will be responsible for bringing all of the spells and magic in Crowfall to life. The ideal candidate is someone who bridges the gap between creative and technical and has a strong eye for color,…
Hello everyone! I made sometime ago a post here about a 3D dragon model. I was a little overwhelmed by the messages as, I did not knew this website was this active, really great to see though! So I'm gonna try it again, now I know how the site and such work. I also can explain it a little bit better, so here we go! Hello…
I am working in Unity. I have been working on a foliage shader but am stuck on its lighting. What I'm looking for is double-sided translucency in deferred path. If a quads frontface is lit, its backface should also be lit and vice versa. I have had some success with custom lighting but that means forward rendering which I…
Hello everyone on polycount! So I went and looked over my post, and I missed some information that most people would like to know. So my apologies for that! This post is more updated, I hope this one answers most questions! (I would delete the other post but, I have no idea how...!) My name is Nero and I'm looking for a 3D…
Hey guys! Wondering what techniques everyone has been using for blending two normal maps together- and if anyone out there prefers using both normal and height maps over blending normals. Basically, I know there are a variety of different ways you can blend normals together, some more arbitrary than others. This blog here…
Wow, 2015 thread. Is that a record? Everybody probably knows by now, but in case you didn't: 3ds Max/Zbrush: Proboolean + Dynamesh hardsurface workflow tutorial