Web Developer (Interactive 3D / Three.js) Location: Remote Company: HeartStamp Type: Fixed Bid Contract ($USD) About the Role We’re seeking a Web Developer with deep expertise in interactive 3D experiences — someone who can deliver buttery-smooth, ultra-realistic scenes that scream luxury. You’ll be responsible for…
Hi everyone! We’re a group of final-year students from the University of Hertfordshire. We’re creating a sci-fi cinematic trailer for our game SHIFT in Unreal Engine, and we’ll be documenting our process and progress in this thread with regular updates.Feedback on anything (story beats, environment art, lighting, camera…
That fits. Conversion between smoothing groups and not smoothing groups is kind of not possible (face boundaries vs vertices) For the OP - when you Boolean in max (maybe proboolean) it generates an edge selection where the objects intersect. I've used that to generate fillets/clean up/ make welds etc in the past
Hello! Some time ago I finished a project and thought I’d make a breakdown of the whole process from start to finish. This is not a detailed tutorial for every step but rather an overview over the process that I hope will help people (especially beginner 3D artists) get a better understanding of how the pipeline works.…
Here are the updates, with explanations. I believe this is much better. Going for subtle details that aren't too much, not too dirty, but enough to look believable. I placed some intentional scrape marks where things would have happened in the past. it's a large, round vehicle so the big thing in the back would get hit,…
The best way to determine if your edges are smooth enough is to do a test bake at the lowest texture resolution you plan to use. The pixels of the final normal map are finite, so you have to make sure that what you have is enough to produce smooth transitions on the normal map. That and zooming out, see what the smoothing…
I wrote one huge message yesterday but looks like it`s being processed/moderated...so here I go again: First of all thanks for the fast replies, but I still have some dilemmas: @STICKADTROJA from what I understood from the link is that the 3 rules of thumb are: 1. Always have enough polygons on the low poly model 2. Try to…
it's just usually part of the texture....something like.... where l & r are seamless to the main texture and seamless to each other and the part above the window is a separate part of the texture sheet or a different texture altogether... it's pretty easy to make as the right is just a partial section of the left side of…
Hey everyone, I’ve started working on a new practice prop. Its a chemical/paint waste disposal bin. I found this one and thought it would be a great study piece because it has a lot of subtle form changes, surface damage, and material storytelling. My goal with this project is to: * Keep as much real-world detail as…
Hey ya'll I remember seeing a great tutorial on what may cause seems in a normal map, the tutorial had 3 cubes all unwrapped different ways and explaining what some had seams and others didn't. I searched high and low but couldn't find it. Anywho, from what I remember from it, if you wanted to avoid seams on your edges you…