Hi from an OG Polycounter now Art Director at a new game studio. The last time I posted job ads here was in the early 2000's when we assembled an elite team of Polycounters to work on Warhammer Online. Polycount was my online home back then, and I'm hoping we can find some great artists here today. About Soft Rains We are…
I use Substance Painter and sometimes Designer . SPainter has a nice name matching system to avoid the pain of cage tweaking . So the baking rays doesn't return hi poly object normals or other properties beyond two matching pieces like when you bake normal map on a finger and getting other fingers projected too. It…
If you are a 3dsmax user and want 'soft blended booleans', could you please vote for this feature. I think better boolean support (especially something like Modo Meshfusion should be considered). When an idea gets more votes the likelihood of it being implemented increases. Autodesk is considering this but has other…
Hi everyone, here are my little contribution to SOMA game art. I am really proud to have worked in this game. Congrats to the guys at Frictional Games. Concept and Art direction - Frictional Games Highpoly, Lowpoly and Textures - Mashru Mishu
which type of shading is correct for the low poly? I like the soft shading but I find it has a horrible gradient of light on it which looks ugly, the bottom picture is the model with soft shading on the bevel parts and flat shading on the flat parts. it will have a high poly model baked on top of it, there is still a lot…
Do somebody know a good, convenient soft to compose multiple rendered fragments? mostly from Zbrush into tileable textures ? The one able to combine Z depth in a way, fragments would intersect to each other properly , according to their depth. Rock pieces/stones for example . Many programs can do so to some extent but all…
I've modified a Morpheus Rig and made some custom geo hair for him problem is using the Wrap method causes insane slowdowns in performance.After looking around for suggestions the common one is to use 'copy skin weights' but that requires the geo to bind skin before using it and when attempting to bind it, it locks my…
Hello, @seanwink You’re actually hitting 3 separate problems at once, and they all come from how Unity’s Terrain system expects trees to be set up. See below details 1. Tree sideways In Blender: Ctrl + A → Apply Rotation & Scale Rotate X = -90° OR fix in Unity using a parent prefab 2. Tree half underground Set tree base…
Hello there Polycounters! I am having this issue with my displacement maps, I have tried a number of things to fix it but no luck. Hopefully someone on here could help me out? :) First image from Zbrush, looks perfect. The rocks are very sharp and the leg armor has very hard edges. But when I put it into Maya, it looks…