Hey Polycounters, Studio I'm in currently looking for some talented artists to join us. Here are the details: Location: Nottingham Duration: Initial 3 month contract, followed by further months as required. Summary of Key Responsibilities We’re seeking an Experienced Environment Artist capable of producing very high…
I did triangulate the mesh before baking, then I used a version with quads in Blender and Unity. How can I make sure the triangulation stays the same between the baked mesh and the one in Unity if I'm rigging a mesh in quads? If I export the rig to Unity, It'll automatically triangulate it, but then I guess that won't…
OK. You should not expect mental ray to render normal maps the same as Unity. It only matters how the normal map looks in the target game engine. How does it look in Unity? Zbrush baking is not synched to Unity. To get normal maps to shade correctly in Unity, bake the map in Xnormal with this plugin.…
We are a digital fashion studio, looking for metaverse experts who can help to initiate proof of concept work flow for converting high fidelity 3D assets into metaverse usable assets, which is specially apply to apparel, retail, fashion industry. We will be providing a numbers of original 3D related assets as starting…
Just my initial thoughts- Try different relaxing methods if your software supports it. Try having the middle seam be a straight line on the UVs and see if you like that look, Like do a sphere projection for the top and a cylinder for a bottom and try to line up the seams and merge them.
The main issue is that I can’t find a suitable shader. Initially, I used a toon shader and took the outline from it as well. However, I’m not very satisfied with the result: the image looks quite flat, and the specular doesn’t behave the way I’d like. The gradients also make the render feel overly stylized. After that, I…
for the units thing, see if max's export was exactly 100 times too big. For me, max has a tendency to do that for me between Maya and Unity. In max I commonly find myself working in meters and exporting in centimeters to solve that. For the fbx problems you are having...what version of Maya are you using? 2010 and older…
I'm working on a senior project, and we chose Unity to run our level. We are having serious collision detection issues with all the meshes we try to import in from Maya. I don't set up any previous collision in Maya before exporting with the FBX format. Unity ships with a collision creator for static meshes so it seemed…
Congrats, well done. Overall an excellent hard surface project. Indeed I've really enjoyed the process and also learnt a thing or two along the way, mainly lighting plus nice touch unifying this hero asset with a light layer of dust/grunge, imo fairly crucial detail that can be easily missed when finalising the model for…
Video games tax relief - Prolongation for the United Kingdom until 2023 http://ec.europa.eu/competition/elojade/isef/case_details.cfm?proc_code=3_SA_48362 This is great news for UK based studios.