Hi gnoop ! I've not used path tracing for rendering in unreal, but I've already used unreal as a movie renderer : https://youtu.be/0aSmQ8YHfxs https://youtu.be/QYRHkbMyfM4?t=101 (I used unreal 4 by the way, so I can imagine unreal 5 or next will do an even better job) You can output render passes, choose solutions for…
Hey everyone! We’re building DragonKill, a retro-style 2D MMORPG powered by Unity and the XRPL blockchain. The game is currently online during the second half of each month (from the 16th to the end) as part of its open beta phase. Our long-term goal is to launch full 24/7 live servers, and we’re looking for passionate…
@Noth I'd say it depends on what you want to achieve ; I often use retopo just to draw polygons and refine an existing shape by adding it as a detail, it's especially useful when doing hardsurface. I also use 3dsmax basic retopo tools 99.99% of the time, they do the job and stay in the modeling loop within the same…
Hi everyone, We're the Lucid Realm Team, an indie studio of 3D Game Art Production and we are currently seeking a partner for our 3D project. This is a project in which we build 3D Models from provided 2D Concept for a mobile game. Here are some general descriptions for your information:· Style: stylized, isometric,…
This week, I refined the UVs and began the initial texturing pass in Substance Painter. The focus was on improving the UV layout for better texture distribution and for establishing the base materials and surface details.
Ups.. didn't see this before posting in "How the f.." .. :sweat_smile: But found almost the same model :grin: Hmm.. how do analyze usually any form.. and yes "simplifying" a form and subdividing it "later" helps. Also "retracing" some outline and connecting to faces can be a way to get some proper base to refine later.…
Hello guys, I am new to 3D modelling and try to refine some friend's old model to new one. I am encountering a problem that part of the new model UV layout is different from the old one. My friend asked me to unwrap UV to match the old texture/old model UV as the old texture has various version based on it. I knew it takes…
My steps and vision for vehicles to explore other planets and moons for potential terraforming: I started my design with plasticity, blocking with basic forms with main idea for chassis : Other steps are just polishing and refining and switches to working ideas: blocking by materials to define shapes more specific:
Greetings! We are developing a premium browser-based 3D configurator for fiberglass swimming pools and are looking for an experienced realtime technical artist / game-ready asset specialist to assist with optimization, retopology, material conversion, and realtime rendering workflows. We need someone who specializes in…
Gonna pop in here for a minute, just rattle off some things. First - to me, your main issue is consistency. Ignoring the death metal logo/any font and just focusing on the rest of the image you've got - it doesn't read to me like a consistent, confident style. You've got parts of it that scream web comic and parts of it…