Well it looks like I'll be headed to the Pacific Northwest in the next few weeks. I just accepted a job at Microsoft for a contract art spot. Never been to the Seattle area so this should be great. Wife and kids are gonna stay behind and all that while my son finishes up school for the year so I'm looking for a couch or…
Hey guys, I'd like to know how much time does it take from you to model a low poly car interior and exterior? also what is the average poly count of that model ?
Looks great! The only thing that seems like it could be off to me is the circular wear on the sawblade. Unless it was used on a machine a lot before being latched to this bat, I think there would be less circular wear and more random wear from hitting it on things with the bat. If that makes sense 0.o Or maybe it would be…
Maybe... maybe I understood. :open_mouth: UDIM texture? UDIM texture + ID MAP why are there so many small pieces and I need space to paint them? Is this the workflow? But if is right this method is BETTER many UDIM small (2K) or less but big udim (4k) EDIT: ooooo i can create some different UDIM dimension!!!! So all the…
As a wannabe modeler.. that really depends on what your modeling ryno. Anyone can model a box, but can anyone make a 3d model of alex ross work? These days with next gen, it really takes some talent with modeling because that detail is modeled versus just textured alone.
Hi polyounters.I working this high poly model.I made the featers with clay tubes, then i used flatten on the edges to make is a little more sharper.But i think its not the best workflow for this.it looks wavy and pinny:( Help me plz! Which brushes are good for this beveled shapes?How can i fix the wavines?or anyone know a…
Yes, duplicate the mesh with the uv that is breaking when you try and do delete non-deform history. This way you can delete full history and get your skinning info back on the new clean mesh and then remove the problematic mesh. Why it's happening it's hard to say without knowing exactly what you've been doing, but try and…
The main thing to remember is that artists these days are expected to be able to do multiple things. Like, prop artists should be able to high poly/low poly/bake maps/texture their own stuff. If you can only do one of those things, you're less valuable than someone else who CAN. Because it means the studio has to have 2…
Imagine I have a 3D object with a single solid black texture. I want to take another 3D object, position it so it overlaps the first, and turn any part of the texture in the overlapping area white. The end goal is to create a mask that I can export for use in shaders and Substance Painter. Does this capability exist?
DKK. Word. Except im already balls deep in it. Don't know what else I'd do though so I'm stuck. All you can do is hope to end up at a high profile studio with a proven track record of guaranteed million dollar sales on launch day. Only then can you feel a bit secure... but not really since some can fire you anyway to "get…