Hi everyone, I’m a 3D Character Artist with 6+ years of experience in game development. I worked on AAA and high-quality projects, including New World and Escape from Tarkov. I work through the full character pipeline:– High-poly sculpting (ZBrush)– Modeling for games (Maya / Blender)– Clean topology for good deformation–…
What do you think about "Deep Fake" technology, and its implications? First, some lighthearted videos: https://www.youtube.com/watch?v=aUphMqs1vFw https://www.youtube.com/watch?v=5rPKeUXjEvE https://www.youtube.com/watch?v=_MuxVqB3I7E The two main software in this field seem to be the open-source FaceSwap and DeepFaceLab.…
Hello, I have a humanoid character in Maya and I'm looking for someone with a lot of experience in the area to make game-ready (Unity) blendshapes, so I can customize my character's breast, arms, legs and so on as well as ~10 blendshapes for the face so she can use lipsync plugins to talk. A bunch of custom facial…
From a functional perspective there could be a lot different In general in xNormal I suppose Batch baking screen, hmm I like how you did leave away things Pior, stripping it to the minimum, but Im not sure if thats what would be desired. Without those things it sure looks cleaner, but you cannot delete the name, or the…
An absolute monster of an off-road rally high performance twincharged all wheel drive masterpiece fabricated by one of Italy's iconic marques, leaving an indelible impression on those who had witnessed it's racing prowess whilst piloted by equally incredible drivers, way back in the day. Was really supposed to be just a…
Started working on a new scene in UDK based off Arkham City, right now i only got the AO and normal on most of the assest. Working on texturing right now, when I'm done with that I will see what bits of garbage and stuff it needs to make it more alive. Any and all advice is more than welcome.:\
If you want the real deal do most of it in 3dsmax. Make a few bricks and clone them. If you want to take it into mudbox make sure to set up the bricks so they sub divide well. http://www.doom3world.org/phpbb2/viewtopic.php?t=17688
No sir, a light map is when you bake the light effect on to your model. It's similar to baking Ambient Occlusion however, what I was suggesting was to place a light similar to the color of your glow map, bake it on a white texture, and multiply it to your texture. Here is polycounts Tutorial on light maps:…
from http://www.polycount.com/forum/showthread.php?t=133325 okay how about now? but it is unpolished and not tested much, i would like to add a bit of graphics to the input window down the road. put it into presets/scripts/airbornstudios there might be more coming :) how it works is simple: Lets assume you baked everything…
In future updates of the ME3, I'd like to bake the thickness map. The translucency effect for the skin shading. What I've read from Allegorithmic's documentations, it's basically like baking an AO with flipped normals of the model. So, at the moment, I'll need to bake it in Substance Painter 2. The reason I'm asking this…