Hey Polycount, Releasing Quadify Ultra today, and wanted to share it here since this community has always been where serious topology conversation happens. https://youtu.be/1_7xRSyeLUc What it is Quadify Ultra is a retopology addon for Blender 5.0 with an ML routing engine. You select a mesh, hit Ctrl+Shift+Q, and it…
Oh, I remember having exactly these issues. I think you're ending up in this situation because you're starting with some arbitrary cylinder size, and an edge width plucked from the ether. Why is your cylinder 60cm in diameter? Why is it 20 sided? Why are the edges so sharp on such a large object? If you have answers to…
Hi, i am a solo developer working on a survival game in unreal engine. i'm looking for a creature artist to make multiple creatures. all creatures have fur. I will provide references for creatures. Schedule * Start date: ASAP * Freelance / remote When Applying, Please Share * Portfolio / creature work * Rough price for…
@Eric Chadwick Hey! It's all just fixed densities now set dynamically via sliders/input boxes, I don't have subdivision levels yet but that's on the short list. I did some early experiments with instant meshes as an external tool dependency but the quality wasn't quite there, and you can't use the field/curve guides…
I'm working on a "remaster" of an old-school dungeon crawler called "Dragon Bane 2" as a personal/indie project. It's a dungeon crawler, with 3D grid-based movement and 2D turn-based party combat and inventory systems. The project needs a 2D freelance artist willing to work against a backlog of tickets to polish and extend…
Beginner learning Houdini and sculpting/texturing. This is my first project. Created the shark in Zbrush & Substance Painter. Houdini ocean spectrum and vex used for gobo lighting. Rigged using a custom procedural utilizing pops calculating trajectory of particle paths, and a deformer solver with some vex. Rendered using…
Nice! Looks beautiful, love the stylization. Can you share a bit of the creation process for these rocks? I’m guessing maybe a macro-sized bake for unique normal map, combined with micro-level tiled detail maps? Reminds me of some of the work Naughty Dog has shared here before.…
Hello there. A very quick newbie question. I have imported a zbrush sculpt into Marmoset as a low poly model and applied normals. Problem is, the edges of polygons are really visible even with an albedo map. Is there a way to achieve a smoother look? How does game engines handle this issue?
Studio: Atlantis 3D Studios Project: Project: Rialto Type: Profit Share (Core Team) Location: Remote About Us We’re an indie studio dedicated to recreating Renaissance Venice as it was in the late 15th century with engaging and fun gameplay and story to accompany it. As fans of history, and video games, we’re building…
Unreal Engine Developer – Revenue Share Opportunity We are Kick Motion RT Oy, an experienced art outsourcing company now launching our own game development projects. We are seeking a talented Unreal Engine Developer to join our team and help bring Legends of Vica—a groundbreaking RPG with gesture-based magic combat and…