Hi, I made a low poly model with a hand paint texture (just a deflow, without a normal). On all similar models shadows are turned off. How and where do they do it? When configuring the material in a particular program, engine, or where? You need to import the model into the unreal engine 4. P.S We need this…
Hi everyone, Here's a few characters I finished off for a game in development called Breaking Point Standalone. Details of the game in their greenlight page http://steamcommunity.com/sharedfiles/filedetails/?id=711857856 High poly renders are in keyshot, ingame renders are in Unreal Engine 4. Cheers!
So im curious about what steps I would take to get a simple grassy/hill look like this: Should I paint all the grass individually or should I make a custom brush or what? I basically want a look like above but maybe less detailed (I want to catch the general concept but still be time efficient) I would just 'try' myself…
Hello! I made a model of my D&D character for my portfolio. The goals I kept in mind for this piece were to: * Complete a game-ready 3D character from scratch, without any base meshes * Learn the hair cards workflow and experiment with manual placement * Convey the core idea of the character, even when the concept is…
Hello. Just a quick query to ask if there are any standalone alternatives to Quixel's NDO where you can draw, paint, path, paste and text your way to a normal map?
besides a job standpoint when some companies might prefer one over another one, what's the point of it? most suites can do anyway what another suites do
whats the best way to do it? for metal stuff I get it, build modular assets with borders etc, but what about for instance a cliff face or dry stone wall? would you paint the displacement on a plane, render the normal map then fudge the tiling in photoshop with clone tool?
Hey guys! We just released the new Painting Primer on YouTube which goes in-depth with DDO Painter and the 3DO GPU baker. :smiley: https://www.youtube.com/watch?v=dw4IJuu0XSg&feature=youtu.be Keep an eye on Quixel Learn as we continue to add new tutorials and information!
That’s partly why you have source control for content. And instilling good hygiene around adding submission comments. The source control takes care of names and dates, and lets you retrieve past versions at any point in their history. We’re dealing with this in the Khronos Group’s GitHub repository by enforcing standards…
This is super cool, and something I will almost certainly have to look in to at some point down the line. I feel you when you say seeing things you've worked on come to life is so awesome. Used to be when I started working away at painting it was just to make a living off of it. Sure, that's still the ultimate goal, but…