Hi everyone! I have written a post some hours ago to get help but...no replies for the moment. So I now try here, with a new topic, hoping in better luck. This is my original message : I'm a newcomer and I kindly ask you some help to solve a strange issue that I'm experimenting with Toolbag 3. I must admit that I'm not…
Hey guys, I am looking for a range of new artists to join the team at SplashDamage. http://www.splashdamage.com/ The Job roles are going up in the next few days and I wanted to post this here to give everyone a heads up. Next Gen AAA work. Being in house is a requirement. Environment Artists, Lighting Artists, VFX artists.
Hi all...the struggle to get a decent workflow for normal mapping continues =D Does anyone know of any normal map viewer that's capable of baking lighting to a texture as reference for a diffuse map? The maya method is so finicky, and needs a pretty complex shader setup to do it even half decently. Freeware would be best,…
@Fabi_G Wow you're so right about the platform. In choosing to retain the web-like pattern for the stones I ended up making them too uniform and the sand blending in was supposed to help break it up, I kinda overcompensated by cranking the normal intensity, that's why they look that way now. I might tweak the roughness for…
I've looked at a lot of threads and still can't seem to figure out what the problem is. I am trying a very simple test mesh for grass. It's two sheets crossed in the center. In Maya 2012 I have rotated the vertex normals so they are all pointing up and slightly out. I have explicit normals checked on the import. I have the…
Nice! Now you're getting somewhere. I see big leaps in the areas that needed improvement. I think you're mostly on the money for the mesh. The arms might be a touch long, if you bring the arms down so they rested vertical along the body the tips of the fingers should line up around mid thigh. Right now they look like they…
Hello, This is a scene that I've been working on the past week. Inspiration is obviously the UE5 demo. It is meant to showcase my pseudo GI solution. I know this is the 3d art sub-forum so i wont go into details about that. So, nothing fancy, just a heavy use of megascans assets (>90%). I started by importing the assets…
If the guy in the middle is meant to be the focus then I think he should pop out from the background more. In most of these images the character is the same general color and luminance as the background so he really blends in, almost to the pint of being camouflaged. I think he should contrast against the background…
Hello everyone. Just a quick one here to get some feedback on why i am having issues with these shadows. The shadows cast onto this wooden boat by a dominant directional light seem to have banding in them and are not smooth: The boat is a static mesh and has a second uv channel for its lightmaps shown here, and even when…