Hey everyone! Thanks for checking out my post. My name is Arthur, and I’m a 3D Generalist with 4 years of industry experience, currently available for freelance and contract work. I operate as an individual sole proprietor, managing a fully licensed 3D business based in Brazil. This means I am fully equipped and…
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.
Hi! I’m Bianca, a 3D artist and designer with experience in game development and product design, currently looking for new opportunities (freelance or full-time). I specialize in 3D modeling and texturing using Blender, ZBrush, and Substance Painter, and I also have experience with Unity. I’ve worked on game assets…
Hi all, New Unity user here. I’m coming with experience predominantly in Unreal so Unity is new for me. * I’m having issues getting Unity 6.3 with HDRP to use packages. Whenever I install a new package I get the following error message and not sure how to resolve it. My Unity hub version is at the latest version (as of…
I started to use unity and I am facing a problem, with unity baking sync. I am aware to uncheck the tanget and triangulate it when exporting the fbx and in SP I check compute tanget. so in unreal looks perfect and it syncs well. but in unity give me a bad result. so I am not sure what exactly the problem. I even try to…
Looking to create and experiment with wide range of real-time special effects and influence Unity’s worldwide community? UNITY Technologies is searching for talented and self-motivated VFX Artist in Stockholm with artistic passion and drive to experiment and explore new techniques and new platforms. UNITY Stockholm team…
Hey! We are looking for someone who can make animated dungeon maps from the top-down view like on these example images. Build walls, etc These are built and composited in Unity. Let me know if you had similar works before. Message me on Discord: "metavoros"
All of my Quixel exported maps with the Unity 5 metalness calibration profile do not render properly in Unity 5. They are always way too metallic for Unity and therefor come out very dark. The same maps look fine in other tools, so I'm thinking the quixel unity 5 metalness profile itself needs to change to be in step with…
Also I found that disabling "Resample Curves" in the Animation Tab of imported fbx file, helps a lot: edit: however Unity suggests to keep it activated, as it converts euler rotation from imported mesh to quaternion, which seems Unity standard
Unity 5 free + Free or a flat fee + Much ower costs after you release a successful product - Source code and access to beta versions aren't free - Free version isn't for schools or any commercial entity making $100k+ a year - Additional features cost you or force you to get a pro license - $900 a year x number of employees…