I gave my try at graphics on here and I'm still working on it, but long story short my priority is and always will be programming. That said my area of expertise is graphics programming (anywhere from real-time radiosity to high-speed particle systems to efficient terrain mapping and manipulation) and I am working on a…
Zabaware Inc. creates artificial intelligence software, specifically chatterbot software for the consumer market. Our main product, Ultra Hal Assistant, can be used for entertainment purposes or as a personal assistant. Please see www.zabaware.com for more information. Ultra Hal Assistant uses a real-time animated 3D…
============================ Most recent update: ============================ Hey all, I posted this a little while back in WAYWO, but I figured id make a new thread for it. So, like the title suggests, I'm making a Jet Bike of sorts. Here is the initial sketch I made for it: Progress on the engine so far: High: Low after…
SP 1.6 Substance Painter 1.6 is here for an even smoother experience with this huge update! That means improved the performance of 4K painting, and we simplified the material layering workflow with new drag and drop features. For example, when drag-and-dropping a material in the layer stack while pressing Ctrl (CMD on Mac)…
you can create a blend mask at the first spine joint so that everything below it is ignored Blend Masks and Blend Profiles in Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community (epicgames.com) alternatively you can also edit the animation in your 3d program to remove the stand up portion as well
Working on a PGM sniper rifle, still got alot of cleaning up to do, hopefully Ill be able to get It into an engine but Its my first time modeling something for an engine, and I have no idea how it all works. At the moment its around 2500 faces not sure if that's to high for current gen engines, but Im still gonna get into…
Yeah roughness value behave completely different from engine to engine... Its a shame really because it should all be physically based rendering... But it really does make a difference what engine you use. But you can always tweak it for the target engine. And since you do it for a portfolio, Id make sure you adjust the…
Are you doing this 100% in Maya or are you working with an engine of some kind? Typically the engine will handle the swapping, you skin the new mesh to the bones (or bones with identical names) and then the engine swaps meshes and joints as necessary, but that all depends on what engine and the programer handling it. If…
All of the next gen engines ( that I know of) are moving to a PBR ( Physically Based Renderer) engine. It's basically a more accurate lighting model. Currently the only PBR engines available are Marmoset Toolbag 2.0 and Unreal Engine 4. You can learn more about PBR here…
Lighting for a modular workflow is usually handled in-engine. It might be baked or it could be realtime. Per-object AO these days is often left to SSAO, but Unreal and similar engines still bake it in. Each modular piece will be able to have different lighting applied, so don't bake AOs into your diffuse unless it's…