I tried to look into your files but I can't open your zbrush tool (you're probably using a newer version than me, i'm on 2021.7.1) So I tried some test using Akin Bilgic's files to generate a displacement map and render with arnold in 3ds max (I'm on max 2018...so whatever version of arnold that is) Truth be told, I don't…
Hey Chelsea, Your goal seems clear other than type of work. Are you looking for an in house studio job or freelance/contract work? The difference being: If you are looking for in house, focusing on scenes is ideal because you will most likely end up composing environments in levels. If you are looking for contract work,…
This is my random seed function. If ya search around ya can find who came up with the idea first. Basically if you dot sine big enough numbers it falls apart and becomes random. 12.9898,78.233002 for the dot and 43758.546875 for the multiply. But I dont think these matter all too much. But could be wrong , its been years…
I am modeling in Blender to use the meshes in UE5. The walls and cliffs that bound the scene should be made with a plane with displacement (high poly baked into low poly) or should it be a 3d object? I am talking about meshes that we will only see from one face, we will not be able to go around them. A plane would mean…
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@Jerc Thank you! I've got another question regarding this... say for example I had a Sphere, cut in half and then unwrapped uniquely across a UV sheet, Would applying a procedural material over that model create any harsh seams? or better yet if two UV islands weren't the same size but are directly connected together do…
Thanks guys. Regarding retopology for geometry of this sort, it's been a while since I've used Zbrush seriously, but is it capable of decent manual retopology yet, or do I still have to use something like Topogun for that? (Topogun looks really cool for most stuff, but I'd rather stay in Zbrush if possible (and…
@poopipe I believe I've looked into every possibility with the tile sampler color. Distribution map effects the position of the inputs but not the sorting, so you get a similar result to my first image above. Results are the same regardless of how many input images I have. In my test here there are 3, but in my actual…
I've been in games for nearly a decade now. And I'm frail as fuck, EDS & bowel disease. Fortunately being genetic I've learnt how to deal with it by now and it doesn't affect my ability to work or really cause absences more than the expected normal employee's amount. But that's also something you have to work out with what…
mazman, Nice work! A few of my personal comments, take what you will: Blue: First thing I noticed was a few too many areas with 90degree angles adding an overall sharp/polygonal feeling. Consider breaking up these edges. See one method valve does this here. A couple of separate brick meshes could go a long way. Red: A bit…