I have an issue with Substrate where anything over the fogged (rough) glass has artifacts around them. Like a glow and the area around doesn't have the rough glass. The more rough the glass surface is, the more the artifacts become larger. Went through a lot of settings and didn't have any luck. Anyone encounter this…
Hey everybody! First of all, I'm awfully sorry for asking such a beginners question. I'm still new to the entire 3D ordeal and I'm trying to do a proper high poly to low poly model. It, however, makes me wonder when I should start the low poly hair? Should I first retopo the entire base body (and even the clothing?) before…
Hello! I knew about the Technical Artist role prior to my career shift, but after getting into the job as a 3D Artist, I started really enjoying it, and kinda forgot along the way to look into it in more detail. I've heard that Technical Artist roles are required to have a lot of technical skills across DCC Tools? With me…
Unreal Engine PCG Parameters Explained: Control Everything from the Level Learn how to use PCG parameters in Unreal Engine to control trees, rocks, grass, and scaling directly from the level. This tutorial shows how to build a flexible and efficient workflow without reopening the PCG graph. https://youtu.be/f0-wWtI7KPk
Is this possible in maya, I'd like my ao shader to only show up in the ambient light's contribution, ie you shouldn't really ever see ao where the directional light is hitting but rather just in its shadows, multiplying it on top of the directional light looks kind of gross and muddy to me. Ideally I'd like to avoid using…
You dont need to keep the high and low uvs synced up for any reason, generally. When you bake down it will transfer all of the info to your low's uv map. For hair "cards" i would suggest using a tiling texture/a section of your uvs that you instance for this purpose. It doesnt really need to have normals info persay even.…
Hey Hai, I think I can help give you some direction. My advice will for if you want to pursue games as that's what I'm more familiar with. Film might have other requirements. Technically for game art, you do not need to go to school. In fact I would say based on your skill alone I think you're in a very good spot that…
In a small animation/games & vfx studio I've been working, I've seen my co-worker watching something while working. His video size was way smaller than 1/4. Like a small little square in the corner of the screen. Sometimes with occasional medium laughing. I think he was watching a funny talk show or something. :D Anyway,…
Making good video tutorials takes a lot of time. When I make a video tutorial I try to explain only one tool or concept, keep the duration as low as possible (3 minutes is too long), and show every step in the process. I also keep on display a small tool that shows the mouse and keys states. I always have to prepare the…
Hello everyone, The aim is to show my progress in quality of my 3D models. But, I would still love some advice, tips and tricks from anyone. So I followed a great weapon tutorial on Gumroad and this was my end result. Then I tried to model the Glock 19 and it came out pretty awful, I have to admit. But, I am only modeling…