You know regarding this, I gotta say, I do this for a living and I don't like having conversations about art. Not just generally speaking anyway. I mean, I like having other artists available to ask questions, get some ideas, or problem solve. If I'm at work I don't mind chatting with a coworker about how we might handle…
Sorry seems Polycount can be a tough crowd. The designs look cool, but the material seems a bit too costume-y/stylised at the moment that contrasts the realistic proportions of the person. Unless that is the direction you are intending. Do you have a reference board for the kinds of materials you want to use? It's hard to…
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…
All valid methods of course. However I find the first one a bit too imprecise and slow. The 2nd method only works when the section is planar to the X, Y or Z axis and the 3rd method does not constain the loops to edges if the section is twisted or on a curve. I could use a context-based approach and mix and match based on…
Your system does not have that much ram. But i would rethink first if you reall y need that much polygons. One 4k map is only able to store 16mil pixel. And that only if you would use 100% uv space. Take a second look if you really need the highest level. And make sure you delete all undo steps on the subtools you dont…
1. pass 'tile_base' into crop node 2. set input size 3. use transform transform 2d to stretch / offset to fit square; or manually crop greyscale pattern in 2d view 4. apply histogram scan to original shape to generate tiling mask 5. blend tile sampler output with tiling mask 6. adjust tile sampler x / y tile amount for…
Nice one, miauu. You can get much more control over the viewport, though, with the Viewport struct. The only caveat is that they're a bit trickier to set up properly. The more pertinent ones in this case would be: viewport.pan x y viewport.rotate quatRotation center: point3 haiddasalami: I'd imagine it'd be academically…
Hey, great start! I'd suggest adding a few more elements that make it clear that this is a courier, since a lot of the details are gonna disappear at game res (the golden trim on the skirt/all the items on the plate). Aside from the face, everything seems very real-world-y to me, I think you can push it more into the…
ah ok. agreed with mkanderson.. it is feeling a bit mirrors edge-y. masybe if u take your environment color to a bit more of a saturated blue.. and have the emissive lights give off a fluorescent blue tone as well, they may enhance the scene a bit. also i was really digging the red tones you had on the wall pieces in your…
I noticed that too, and I'll make sure to make her face more lux-y my issue with the staff is that it disappears when she ults in this skin, which is what she's going to be doing I just haven't added the effects. Should I still add it? I could make her other hand hold it or should I put it up front? oh yeah and I'm a dude…