They didn't even bother staggering their account creation dates. Either way, I don't see why anyone would want to make services for game developers. We're poor as shit, and if there was a 1 button asset creation pipeline, which there NEVER will be, we'll all be waiting on the free, open-source version - likely a blender…
mostly stable diffusion for reference, but I can get higher quality references by looking around and using the portfolios of artists more talented than me. 3d AI is still in it's infancy and I don't see it overtaking handmade work, and you definitely don't want to vibe code. Everything about game development demands…
would be important to see your work method and how you approach those. Usually that feeling can come through a broken part of the workflow\needlessly complicated. So to check if its due to that would be cool to see what your process usually is, preferable with visual examples.
speed just comes from experience. Only recently did I wrap my fat head around the substance designer naming system to automatically output textures that unreal engine would recognize, without me having to manually name each and every map. What in particular about texturing & sculpting do you find most time consuming?
Thanks all for the replies. Fair enough that speed mostly comes with experience, but I like what @Klunk says about AI helping with the automation of the tedious. Everyone’s talking about it, is there really nothing that people actually use in a proper game pipeline? Feels crazy given how much AI is showing up everywhere…
It looks like OP is working at a machine-learning startup for 3d content creation, so that's where this is coming from. Blanked out the name to discourage SEO, but I'm sure you could find it if you looked hard enough. Anyhow, it's all a bunch of astroturfing. Looking at you AsdiusWork, kostadina, lucaK25. I get it, this is…
Without putting too much pressure on yourself to get it perfect the first time, because you very likely won't: Don't rush through steps like UVs, or there's a good chance you'll come to regret it later. Obviously experience plays a role, but take your time whenever the circumstances allow it. In the end, UVs are like a…
Hehe indeed ; and if it comes from a genuine place, then it sounds like "whatifs" from someone who hasn't worked on many models. To the OP : "A UV co-pilot overlays stretch/TD heatmaps, proposes seams you can accept/tweak," "wouldn't something like this be cool?" Well not really, since seams are placed (or at least planned…