Depending on if you want to be a game designer or level designer your focus should be slightly different. As a games designeryou'll want to learn a game engine, the basics of at least one major industry standard 3d package, several pragramming languages such as C++ / C#, and maybe scripting in a language such as python or…
Hi! 👋🖤 My name is Swapilla, I am an indie director, writer and animator. I'm a former Roblox animator and current UE5 creator. I’m currently making a massive long-term and unpaid passion project. A 10 episode animated horror series made entirely in Unreal Engine 5. The series follows Sean and Steph, estranged siblings, who…
Did you render directly out to EXR? If you rendered to PNG then converted those to EXR, then likely it needs to be re-rendered. Also, half float should be plenty for this. Full float is way overkill, unless you’re doing major color editing.
splines in unreal are very tedious and buggy on a large terrain (4km+) editing a model with like 100k+ triangles in maya can be a pain. you can split it into pieces though and recombine if you have to do it the simplest way i've found is a little tedious but it is fast and simple - i paint a texture mask (like just mask…
@sacboi In his second (EDIT: THIRD) to last comment he said he is aiming for 3rd person view asset quality, not sure if that's changed. Of course what that means in terms of poly count and texture size varies by game. For example, The Last of Us: Part II has fairly high quality player character weapon assets, but I think…
@nathanbarrett Thank you!! -- These past weeks have been kinda crazy, not gonna lie. I interviewed for a 3D Artist position at a company in Boston (not saying which, just yet) last Tuesday and it went amazing. I pretty much got hired on the spot due to a stellar interview, however we're just waiting for mundane paperwork…
ZBrush retopology is pretty lacking these days. It really hasn't been touched in a while, so it's mostly just basic grunt work. I'd use it for getting down simpler shapes and basemeshes, but if you have access to other programs (Max/Maya/Softimage/Topogun/whatever), then you'll probably find they offer more convenient…
Sorry to bump an old thread yoou can use thi sscript as a shortcut for #1 - mines alt + a (for align). it will align both the move and scale to to the selected face/edge's axis. global proc alignAxis (){$compselection=`ls -sl -fl`;if (`size($compselection)`){if (`size($compselection)`<=1){manipMoveOrient…
Here ares some variations I was taught that might help.... 1) Find reference, bring it into Max/Maya, lay image on a plane. 2) Spline out limbs and the trunk based on reference. Then loft the trunk and limbs. Duplicate the splines and edit the depth (Z axis) because they'll be initially flat. Cool thing about lofts is that…