We’re developing a stylized endless runner for iOS and Android in Unity, with a strong focus on the main character and the world around him. The project is already in an advanced testing phase. Our team includes a skilled programmer, animator, and 2D artist. We work remotely, communicate via Discord, and share data through…
Ha nice to see this latest one, i was also inspired by this design for a time, the shows really neat and kind of spooky with all the "secretive", deep "lore". I hear it might make a come back or something.
I am developing a short film called The Psychic Ambassadors, featuring timeless beings responsible for ensuring that the world of ideas does not collapse. The project is envisioned as a series, with iconic characters such as Proyector, Maquinito, and the artist Dafome. This narrative has been evolving over many years, and…
Hi all! I have published a Maya plugin for importing glTF/glb assets, which I think many of you will find useful. glTF Importer for Maya - handles the glTF 2.0 spec, allowing you to use those assets in Maya without manual conversion headaches. What it does:* Imports .gltf and .glb files with proper hierarchy and scale…
Hello @Eric Chadwick I did have a reference which was an Album for a song sound pretty stupid but yes, I was planning on using the Aces LUT in unreal and then use the MF-Chroma Keyer. I don't know if that is right but I would like to to match the color-spaces. If at all that is possible.
Hello, I am trying to use mesh decal for my models in Unreal, I have made a decal atlas like this: And my model like this (everything is combined into one mesh to import into Unreal): As you can see, the smaller decal face that I am selecting is supposed to be on the top of every other mesh decal. I have also purposely…
I have lots of my custom tools working wrong now not showing conditional inputs . And my all time favorite Fractal sum base noise behaves differently. It's only default noise I have been ever using since forever as input to slope blur and it behave all wrong now. Am I experiencing a program glitch or something. Have it in…
I made a couple SBSAR procedural filters for normalizing textures, since I couldn't find reliable tools for this. Maybe they can help you! Normal maps should always be normalized before final delivery, to make sure the vectors are mathematically correct for optimal shading. It's easy to edit textures in tools like…