The only reason this would happen is if your game exporter isn't properly reading/storing Maya's vertex normals. The instant you start saving Maya's vertex normals (since this is where your whole original issue comes from) then the entire problem goes away in the game engine. If your game engine generates its own vertex…
Hello, I would like to share a project inspired by Star Citizen and Subnautica I’ve been working on as part of my learning experience with Unreal Engine and improving my environment art workflow. There are still areas I’d like to improve, but I learned a lot from the process. The full project on my website…
Unfortunately there are plenty crawlers scrapping anything exposed to a search engine into datasets now. Ugh, the "I want feedback but don't really" is right up there with: Internet stranger: Wow that looks amazing! How did you do X? Artist: *careful breakdown* Internet stranger: lol that's a lot of work, I'm not going to…
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the best way to predict is honestly to view in your 3d application , because lots of engines interpret specular maps differently, also depends on shaders etc, what you texture for 3ds max might be different for uengine etc , depends alot man.
Game Character Sculpting in 3DCoat [Game Dev] Join us on Saturday, April 25th as we dive into sculpting a game character in 3DCoat Source... Overview Join us on Saturday, April 25th as we dive into sculpting a game character in 3DCoat. Program Details Who should Attend: Adults (Ages 18+). All experience levels are…
Well, when a game engine is made the programmers either choose an existing animation format and build the engine around that, or they create their own animation format to fulfill their own needs. After this they'll develop tools to convert the output from their animation software into a format accepted by the game engine.…
So, I've modeled a star destroyer that has been animated, now I am trying to add a light or a similar effect to the engines so it looks like the enginge is working similar to the image below, I tried googling this but, I don't really know how to explain it without showing an image as a reference.
Well... It gives a look that is close to a modern real time renderer/game engine. It has physically based shading, and all the modern stuff that can be done in real time nowadays. I would say almost the best possible realtime quality, in specific cases. And the workflow is quick. You can load stuff in, and preview much…