and also im curious is it normal to not be given finished assets approved by clients to add them on your personal portfolio? i have spoken with leads on this topic they told me portfolio is useless these days. 🤔
And to add to this thread myself, I really enjoyed this thorough breakdown by Jared Sobotta on some of the rocks/cliffs from The Last of Us: https://www.artstation.com/artwork/4965R1
I know right ?! Add on top of this that a propeller is actually an airfoil, but twisted so it makes a "screwdriver" shape in order to "scoop" the air and create thrust. Thanks for feedback ! :)
Add a paint layer on top of your stack of normal layers, set its blendmode to passthrough. Add an anchor point to that, and use that inside whatever generators you're using.
Welp, I've just achieved it. I only needed to switch some nodes and change the blending with the edge noise using multiply instead of add.. And also crank up the world scalar value hehehe.
idk if this is fixed in newer max fbx exporter "codes", using an older one and this is the fix for the scale issues i get when importing fbx into marmo4.I have to export from max auto 1.0 scale fbx, then go to blender 4+ and put these settings below, you can not see the trans form: scale size but it is, Blender FBX export…
I'm making assets for a first person simulator game with semi-realistic graphics, the assets are mostly furniture and decorations. Making both high poly and low poly versions of each asset drastically increases the amount of work needed. Furniture often just consists of simple shapes and it seems unnecessary to bake…