Love the response, yeah on the stuff i work (too long on) i wouldn't know what to do if anyone asked either, just a heads up it happen once. Perhaps going off of saved files time-frames might help with this stuff? Otherwise no worries i was just seeking options. looking forward to your next posted work.
Some very fine points, but having been in positions to hire and fire people myself, not having an art test has never restricted me from hiring the right person at the time. The key is having a solid and well structured recruitment and more importantly, interview process. A good interviewer should be able to ascertain the…
well i will say i did ask for feedback in discord group before i went into retopologizing it and all. It seem fine. Well still I hear a lot of feedback on that so that is something for me to keep in mind for sure next time. Will continue and this was just for practice to see if i could take a lesson on sculpt, retopology…
> I've been having a problem with my Polycount cottage lately. Whenever I try to upload a file to my cottage or create a new folder, I get the error "Error 550 test: Disk quota exceeded". There's no disk space limit on my server that I'm aware of, and I haven't been going too crazy with my uploads lately, so I don't have a…
We don't put AI generated slop in our games. Let's just ignore the plethora of technical issues for a moment and focus on the humanity of it: There is a shared feeling we all have when we see AI, and it's disgust. When you read an email written by ChatGPT, do you feel the love, or do you think "this person could care…
@Lemenus In my honest opinion you seem to be missing fundamental principles working with Subdivision methodologies so highly recommend investigate the forum wiki - http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling a literal goldmine of relevant info at ones disposal. As for implementing alternative software…
Hi everyone, does anyone here know why this could happen? When I texturing in Substance Painter everything is fine, but when I export PBR to Blender, why does this happen? The seam is ruining the shading. But in substance everything is fine. This is the Substance Painter setting when I want to export to Blender.
Hi, I'm trying to create a .mat file from multiple .max files. Does anyone know a script or way to do this? I could merge all the models into one file and create the .mat file but I have a large amount of these and would rather automate some of this. Thanks for any help in this matter.
On Ornatrix grooms I kept hitting two things: I rebuild the same operator stack on every character, and a fully-built stack tanks the viewport while I'm still iterating. How I've been handling it: * Build the stack in a fixed order (Surface Comb → Rotate → Clump → Curl → Frizz → Detail → Noise → Gravity → Change Width) so…
okay, I think I've got it decently figured out now and have a few more questions. As far as I know, the raw mesh is exported and loading into the test engine just fine now. If all the animations have to exist in the same .x file, would that mean the animations I put in need to be centered and anchored at the origin? Also,…