Hi So i saw a clip of a 2d gameengine, i forgot what game it was for aswell. But in theengine, it was more or less like a blank canvas. The artist showcasing drew sum robot thing, with arms and other parts, and then started to bend and rotate parts. and suddenly he ha a playable character jumping around. The intresting…
I managed to recreate it just now. No idea what I did differently. Anyway, reason you can't rename the object to the same name as the filename is because as you import that file with the default import settings Maya will create a namespace for you with the same name as the filename. If you then try to name your newly…
Hi guys! My name is Nikita, I'm making a Dbal a3 laser model. With working mechanics. It will be animated and show how its mechanical base works, etc. I originally went with the CAD (Plasticity-fusion 360) pipeline - export via Plasticity - to Zbrush (finishing High poly) - blender (creating low poly) - marmoset baking -…
Thanks everyone for the kind words and the great questions! Let’s dive in. Working in VR is truly like walking on a razor's edge. It’s a technical hell where every decision must be calculated ten steps ahead. Performance requirements (high resolution across two displays + high frame rates) leave no room for error, and you…
Just a quick writeup as I just went through the process myself for the first time. But the workflow is the same as doing any high to low bake: * Going to Unreal. * 3DS Max, RizomUV, and Substance Painter (I set up my own export preset). * Starts out with ref gathering and note taking. Drawovers in Photoshop and deciding…
I am not entirely sure I get your issue, but you can always create a 3d scene with copies of your main clothing mesh and assign each a unique material. Each unique material id will become a separate texture set with its own set of layers and maps inside Painter, and it will all be exported separately from Painter as well…
Hi everyone, I wanted to introduce myself and also share a project I’m currently working on. I’m Dan , a self-taught hard surface 3D artist, and over time I’ve mainly focused on modeling props for games. Most of my experience comes from the more traditional low poly / high poly / bake workflow, especially for smaller…
Hi there! I've never made a blog post before.. but I wanted to keep going on this project and be consistent with it. I'm posting this here for my own sake but also a way to be more involved in our industry community, learn new techniques, and hear other artists' perspective or advice, if you're so inclined to give it 😁 I…
3DKnight is correct, we rarely directly share assets from one level to the next. Are levels are created so each one has a distinct feel and look to them. We globe trot a good amount so the rocks in Horse Chase should look different than the rocks in say Chateau which was based in France. With that said, we do often times…