Senior Hard Surface Artist (Remote): We are a team of expert developers with the goal of creating the next generation of systems that will power gaming and game development. We're seeking an experienced Senior Hard Surface Artist to create modular 3D assets that meet strict criteria in terms of fidelity and precision. You…
Heyo, I recently got UE4 and I've been putting in my models that I have been working on for a while just to see whether my workflow applies to the UE4 one. It does not seem that way, as I'm getting severe normal issues from my model. Here's the model before exported with the 2013 FBX exporter from Maya 2014: And this is…
I'm not sure what I'm doing wrong. My workflow is exporting a highpoly fbx from Zbrush of a full character I'm working on, and exporting a lowpoly fbx from Maya with the same subtools (all matching names with _HP and _LP as suffixes). Loading the lowpoly into SP works fine, but once I try to bake using the highpoly fbx I…
Hey I'm planning on presenting a character in UE4 once I finish the rig, but wanted to know if there is any way to pose it for screenshots without exporting anims? I ask because I'll likely place the character in one of the content examples and it would be great to not have to export parts of the scene into max, pose and…
I want to use Mudbox's feature of exporting the screen to Photoshop so that I can get rid of some seams on a character model, but I don't know how to get the model and its skin into mudbox. Can anyone give me a quick rundown on how to do that? Thanks. (I have the skinned model open in Cinema 4D, but don't know how to…
I came across some threads in the Allegorithmic forum that seem to imply that all maps except the diffuse/base are converted into linear. Was this only for the 3D previewer in Substance alone? I attempted to change the output nodes to different types (say base versus roughness), and they still exported out the same way. So…
Hi everyone, I'm currently leading a small team of people in creating an open world Myst spinoff/sequel, taking place 200 years following the events of Riven: The Sequel to Myst. Our website is http://www.blackmoiety.weebly.com Our tumblr is http://www.blackmoiety.tumblr.com The game features a diverse range of regions and…
Maybe someone will chime in with more exact info but in the meantime here is an old post from a previous answer. With all character bakes the model pose is ideal for baking textures. In this case you could probably curl the arm backwards to expose more room around the suckers. This means when the tentacle is at a relaxed…
1.4 - Decal Domination The Export Release There are 13 new feature videos you can check out (scroll down). Complete Decal Export Pipeline DECALmachine 1.4 is a huge release and the center piece of this update is the export capability.
This turns DM from a mere Blender addon, into a complete pipeline for mesh based decals:…
Yes, multiple objects can exist in the same scene and will export with one another. The reason you would create a highpoly is to transfer high resolution details to the low resolution geometry (your lowpoly) via "render to texture" AKA baking. This is done through normal maps, ambient Occlusion, Cavity/convexity, World…