Struggled to find a nice easy to use Maya to Unreal Vertex Animated Texture tool, so I ended up making my own. Thought I'd share with the community here, so that anyone can use/improve it further for their own uses. It produces a both a normal map (World Space) and position map (local space - position map relative to the…
So, my name is Daniel, a 24yr old brazilian 3D Artist. I traveled to Vancouver Canada to learn 3D Animation on the Vancouver Film School, and finished the program about a year ago. Other than some freelance work, didn't had really much work experience in the area, but I always enjoy doing little projects to learn more and…
Workshop link It took a while to get my polycount account activated so I'll try to summarize my progress. I worked on this skin between the 8th and the 11th. I used Substance Painter, my measly drawing skills and a lack of creativity. I chose to make a katana skin after looking around on the polycount forums and noticing…
You have some really solid work and a really good site too, but I think you could do a little more with the breakdowns. Your work is great and they way it is presented makes me want to see more. The tree in your eden fortress map is really cool and all you show is a texture. I want to see some wires or a bit more on how…
Here we go again!.. Edit: Here's how the 3d scene stands at this point: /end edit Threw this concept together last night for my game preproduction class. We're learning the imoprtance of color in 3d scenes as well as a strong base composition. Although it's important to have nice rendering and all that jazz, the main focus…
Hi there, I'm posting this message on behalf of a company I work for currently. We are working on a title for iOS (using Unity), company has former experience mostly on Facebook and Web portal games, but now we are working on a title that is sort of a new territory for the company. We are looking for candidates for 3D…
Rockstar London is looking for an exceptionally talented Environment Artist to help create state of the art environments for our current high profile/AAA project. Strong modelling and texturing skills are not enough! Candidates must be able to create stunning, immersive and efficient environments through richly detailed…
Hey Guys! Has been a long time since I posted about the project that I’m working on here. I’m working a lot in professional projects that make me don’t have the time to work too much on my personal stuff. I hope in 2021 this will be different, actually already is, because I have some updates for you guys. I have been…
Yeah, I am one of those crazy ones who prefered to do everything in Zbrush. It has few advantages. You get more predictable and understandable control of cavity masking there than what usual nomal map to curvature , or hipassed height to curvature do in regular texture editors. The whole work flow is more in line with…
Made a little progress. Tried a few different types of fog volumes after reading up on the types in the UDN manual without much luck. None of them seem to be able to act similar to the Exp Height Fog's start distance attribute, where it's virtually non-existant near the camera and thick towards the edge of the environment…