Senior Hard Surface Artist (Remote): We are a team of expert developers with the goal of creating the next generation of systems that will power gaming and game development. We're seeking an experienced Senior Hard Surface Artist to create modular 3D assets that meet strict criteria in terms of fidelity and precision. You…
Well it's a single texture for the entire game. I do have to use material instances for anything that wants something unique beyond the texture. Like for example, I have an EnemiesCommon material instance, and a lot of enemies can just use that, but if I want to tweak the tint or add an overlay or whatever on some enemy,…
Well, it sort of depends on what you mean by legacy. If you mean pre-PBR diffuse/spec/gloss, this is pretty easy to set up, simply use the default shader, and in the reflectivity tab turn Fresnel to 0 and turn off Conserve Energy. This will work give pretty similar results to older shaders. If you mean you want a diffuse…
Your site is very basic which is good. The design is too basic however and looks like it was done by a highschool student...unless you are a highschool student. You should at least make it more professional looking. As for the art, all of your stuff needs at least another texture pass and then you should re render them in…
substance painter 2 crashed while I was painting some color and Opacity in the blended alpha mode. The project does not open now. is says... [ResourceExportPreset] Failed to load export preset 'Additional maps' [Invalid binary data] [ResourceExportPreset] Failed to load export preset 'Amazon Lumberyard' [Invalid binary…
Make sure that Unity is importing an alpha channel when reading your targa, and make sure your texture does not end up compressed in a format without an alpha channel. When in doubt: Automatic True Color. The additional solid color and sharpness sliders are there for your convenience, in case you want to quickly play with…
Looks really nice man! :) I'd forgotten we're getting a new Star Wars film soon! There's nothing stopping you going back and making a specular map for it. In fact I'd suggest that you do unless it's an artistic decesion not to. 59K polygons is very dense - I've heard of AAA using like 30K polygons for a character (I think…
Thanks for taking the time to test the extension and sharing your thoughts! :) Gloss map and configurable texture tiling are on my todo list. FBX support is on the list, too, but might take a while (please see my last post). About PBR: I've been playing with it a bit, but it will take some more work before I have something…