Senior Environment Modeler You have the passion and skill to create magical 3D worlds for a large scale fantasy MMO game. What you get to do every day * You model, UV map, texture and shade technically challenging environment assets * You create textures from scratch * Work closely with the Art Director, other artists and…
Level artist is responsible for the graphical content of one or several basic game levels and must ensure that their work can be successfully integrated, taking the technological limits and artistic direction into account. Responsibilities: * Become familiar with game design documents so as to know the environments,…
If I'm exporting the texture by itself in .tga 32 bits, then all the tones match in ue4. However, if I try to export it as a part of a combined texture mask where each channel is used for a separate texture, then it gets darker than corresponding channels in photoshop. I'm not sure how to fix this.
Today I
finished up texturing and worked on improving the set up and lighting. FOR NEXT: -drain -soften
bevel edges, export -When export, keep some objects separated,
as I might need to adjust the position in Unreal. -Advanced vertex painting (the mud around
the edge of the puddle).
Hey guys, thanks for setting the record straight on FBX development, that's very reassuring. Now for the bugs, I've had random issues with my UVs upon exporting FBX to Unreal, but it's just that, random. It would go away by doing nothing else than exporting again and could not be reproduced.
Yes it does, I did notice that coming back from maya it didn't retain the polygroups properly, but you can just manually hide the extra pieces. To export you would merge all the subtools together with subtool master, or just export each subtool as it's own obj.
Miauu, I'll export it as OBJ and FBX, see if the results are the same for you. **edit** Alrighty, before uploading them I tested the exports locally and they seemed to work okay. But once I imported those into my main scene, they did the same thing again, failing to work as expected.
Hey, you should just export as -fbx instead and it will work with smoothinggroups from modo. :) Also used to use the .ase exporter :] Love the idea of small environments like this :) The walls look really ace sofar! And put some more props in that chairs texture, this is not idtech 5! ;D
Base model then exported out of character creator as a .fbx file to generate the key we will need later to create and import custom clothing for it later. Character is opened in 3D xchange and then export the body as an .obj file so the base can be used as our model to create clothes on it in zbrush.
Think I figured a way around it. One must first disable turtle. Then copy the model. Then hit file -> new. Paste the model. And export that version in the new scene with turtle never having been enabled in that scene. If you export that obj it comes into quixel ok so far.