Hello ! I'm Maxime a french environment artist and i'm trying to get a job in video game industry. To give a little context, I worked for 2 years (internship and freelance missions) for serious games applications.I then worked for 3 years as 3D artist instructor in a school. For roughly 2 months I've been sending…
Hi I'm currently having problems getting specific hairs to point in a particular direction. At the moment, these fly-away hairs are all facing to the left, but I want one to face to the right. I have a couple of guides set up from splines and one of them is facing to the right, but it's not making any difference. I've also…
ah well, now you mention it - i did my sums wrong. well spotted dxt1 is 4 bits per pixel vert color 32 bits per vertex 64 * 64 = 4096 pixels *4bits = 16384 32/4 = 8 pixels per vertex 16384 / 8 = 2048
Hey, Trying to recreate what Simon Houdini has done in this tutorial in Unreal - Rendering only what's inside a sphere and culling everything outside of it, but kind of at a loss. Does anyone how he has done this? It's exactly what I'd like to implement in a mobile game im working on. Thanks!
Finished some planets and a star that I plan putting up for sell. Substance Designer was used to create the planets and star. Blender was used for shading and rendering. Checkout more on my artstation profile. https://www.artstation.com/artwork/eJranG
I'm trying to bake a specular map onto my low poly model. I created a black shader and applied it to my high poly model with a direct light and a front facing camera in the scene. I want to bake this material with the lighting detail onto my low poly, however, the map always comes out with none of the material or the…
@yashar98 Great job so far! Honestly everything @Fabi_G said is spot on, but also remember to take breaks! Walk away from the project for a little while and come back to it with a fresher mind! @PastyPict Better late than never! Keep going at it! Once you get more detail and form in there it'll come together for you.…
I remember this type of color bar for zbrush and wondered why it wasn't the default especially since it adds "cleanliness" to the u.i. for me, especially when customizing the u.i. for your needs.This (from whomever posted it 10 or so years ago, is the bar i am speaking of but it wasn't as long/big, still fine if that is…