A little interesting OOB point of view. I created a procedural generation blueprint to place the background blocks more efficiently. Its controlled by seeds to maximise the variations while preserving the placement without it regenerating every time we run Unreal.
Did you watch both videos? Because the only part that matters is the last 7 minutes of video 2. It's a shame she frontloaded so much redundant garbage into the videos because I doubt many people actually have the patience to keep watching to get to the very end where she finally makes a point. The premise of all of these…
Hey all, I've been trying my hand at texturing and normal mapping lately. I do some 3d modelling for fun in my free time and in between classes as this doesn't apply to my field of study but I've never been motivated to go past modelling as every time I've tried baking a normal map it's turned out horribly. Anyway I'm…
It appears Frozen Codebase is hiring more slaves of the artist nature! As always, feel free to IM/PM me if you have any questions about life out here or my deep philosophies on the meaning of life. The above statement is not approved by Frozen Codebase nor are my philosophies all that deep outside of my logic of why beer…
Project: Wormheart: Tale of the Outsiders Engine: Godot 4 (Forward+ Renderer) 3D Compensation: Royalties during prototype and then paid roles after funding! Team Size: 25 (and counting*) My Role: Lead Artist / Creative Director We’re expanding our team for the vertical slice prototype of our high‑dark‑fantasy CRPG,…
Hi everyone, Today I released the Alpha version of a tool I’ve been developing called HardCuts. HardCuts focuses on fast hard-surface concept modeling using voxel booleans and parametric shapes. The idea behind the tool is to make workflows like these very fast: • blockout shapes • boolean cutters • base mesh creation •…
ZootFly is Hiring: ZootFly is growing to become one of the largest independent video game development studios in Central Europe. We're located in beautiful Slovenia, smack in the middle of Europe, just a hop from the hot Mediterranean, snowy Alpine peaks and rolling hills of famous vineyards. Where else can you choose…
Yes, that was a proceedurally generated texture on a sphere, I did develop this method with sphere looping animations in-game in mind. however my software has limits with this. perhaps yours does not. my software cannot display procedurally generated textures in the game engine, they need to be baked to an image and…
You’re right, decimation is a better word for what I’m doing than retopo. Ideally yes, the decimation and unwrapping would all be handled in one step. Best case would be a modifier that I put on the model once and forget about. I know there are quad-based topology solutions out there that would probably give me better auto…