Hi guys, I have a question about a topic I know there are a lot of threads about, but after some time of searching I'm still confused about what would be the most optimized form of disposing the topology in a flat surface for a low poly that's not going to be deformed. Most of the discussions I've found treat this only for…
3D Character Animator (Senior/Lead) As a 3D Character Animator at Vertexbee, you will spearhead the creation of high-fidelity, realistic character performances for an Unreal Engine 5 project. You’ll be part of a newly formed agile team of industry veterans that will push the boundaries of Unreal Engine to achieve artistic…
Hi Polycounters!!! This project will be my first serious attempt at the complete production of a game character. I have a background in 2D concept art and as of late have been extending my skills in the 3D arena. I've chosen the champion Gangplank, and a skin concept of my own being a wild-western sort of…
Polycount! There's a name I haven't heard in a long time... I'm not sure how this thread got necro'd and into my email, but it's nice to see some familiar names. B) Also, cloud storage 4TW. There weren't a lot of options for that back in 2009, but it's all I use now unless I am literally going to sneakernet something…
With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…
Looking to hire an experienced 3D character artist for a fixed-price commission. US-based only. The deliverable is a production-quality Character Creator 5 (CC5) character built on the HD facial profile — 262 blendshapes intact through UE5 export via Auto Setup 2.01. The character is a semi-realistic stylized human female…
You are comparing two images textures and asking why A is different to B, but you are missing an important part of the puzzle - the lighting and rendering setup. That is going to make the biggest difference. I think the textures in the original image are probably good enough to work with. I'd spend some time learning about…
1. I usually do painting through the following method: a. Make sure I'm in the Blender Render mode. b. Use the Texture Paint Layer Manager. (Hit N in the 3d view to see the layer manager.) c. Be in GLSL shading mode. This allows you to use the shader properties to get your shading information. So, you can set up lights how…
True, I agree with those things especially the lack of a cage. Blender should be capable though, it's the import/export scripts that has to be up to date and working. In max I want the split-edges smoothing from maya and blender, but they keep insisting on using the smoothingroups, in blender I want the cutting tools and…
@jacopoS Noticed! I'm honoured you're taking the time to help. 1. You have a good point there, the mesh itself won't be used in game. I was planning to use it as a base mesh for the in game characters as well (like the hands are reusable), but I guess I should make two separate meshes from now on: one for skinning and one…