Hello, i am a french developer and i need a 3D artist for my indie game : Fury of the Mecha In the principle, that's a railshhoter with fight between mechas, tanks, and space ships and you can see a prototype here : http://youtu.be/a08Xp5Vnfqw I code the game and i need someone to create 3D assets with animations for…
Greetings denizens of Polycount, I don't think many of your follow what's happening on tech-artists.org, but we recently launched our "Community Scripts Initiative" (read about it here: http://tech-artists.org/forum/showthread.php?t=256 ). I won't go into a long explanation of what it because PC is a mostly non-technical…
Hi, I'm working on some cloth objects in Max and I though it would be nice to further detail the frozen meshes in ZBrush. But. Max's garment maker uses Delaunay-algorithm to make the mesh used in simulation and that doesn't work very well with ZBrush, at least not out-of-box. Any ideas or tools to make this work? I have…
Hello. I've already converted two meshes to two terrains (by using a script for Unity3D - which is called Mesh2Terrain.CS) and then I've put them together to make one big island (by using a plugin for Unity3D - which is called "Terrain Composer") and it was okay. But it was only a scene with 2 meshes, Now I have made the…
Probably the fact that it will generate a mesh larger than specified in the preferences:mem options... How much RAM have you got? You may not have enough to fit all that data
Can anyone tell me why my hair particles are growing out so thick? I am using a mesh that I retopologized for the purposes of easy animation and brought the number to 22,000 polys. This particular mesh is a duplicated emitter to be hidden for the fully rigged mesh. On the previous mesh the hair grew perfectly fine, which…
Alright. Thank you for your feedback. I knew the hair was bad, but I didn't realize the rest was so bad, too. Keeping what you said in mind, I am willing to start over and improve this thing. I went ahead and reworked the head mesh. It was the one I used from the very beginning, and I made it into a high poly sculpt which…
Welcome to Mesh Masters A small, highly skilled artistic strike team of freelancers. For those who seek serious quality and next-level professionalism. We specialize in high-performance 3D art for games, VR, and web. Hi, I’m Robert Berrier, founder of Mesh Masters. We’ve been creating production-ready art and building 3D…
Topology is only really important for things that deform. For things that don't it doesn't matter as much, as long you mostly avoid long, skinny triangles and tiny triangles. The ideal performance situation for rasterizers is that the triangle covers an entire 2x2 pixel block. I find that usually decimated meshes capture…
What I ended up doing for this was just using static mesh for foliage like poopipe suggested and relying on unreal to handle them appropriately. However, after testing out Packed Level Blueprints (https://docs.unrealengine.com/5.0/en-US/level-instancing-in-unreal-engine/) it looks like that might be an easy way to…