Hi! Don't understand how such a file could be too heavy, it would be a mesh and the two normal maps that should get combined. No high poly or anything like that. In my opinion it would be best do a simplified test anyways. If remember correctly, in UE4 only tangents of UV0 were stored. To use a tangent space normal map…
AAA studio is looking for realtime groomer to work remotely fulltime. Of course ,paid. and of course, must be really good ! Must using maya,fibershop. U will get licences. No worries for that. If anybody interested, pls send link to your artstation portfolio here or hit me up in DM.
Hey everyone, I’ve started working on a new practice prop. Its a chemical/paint waste disposal bin. I found this one and thought it would be a great study piece because it has a lot of subtle form changes, surface damage, and material storytelling. My goal with this project is to: * Keep as much real-world detail as…
https://www.artstation.com/artwork/Jrmlaa Updated! I got a good push from a critique. Its become a regular thing for me to remake everything at least once after uploading. B) I think you have a much better idea now of what it is made out of, plus better render renders. B)
I'm working on a project for a game asset and I'm baking the maps in Marmoset. But this part right here keeps coming up with this error. I tried to paint skew adjustments but It doesn't look right, so there must be something else I can do. Maybe it's because the low poly model doesn't have enough detail? But if that's the…
Nice character! When sculpting the blank try and relax the pose. Feet apart and splayed. Hips slightly forward, arms 45 degrees and hands relaxed and or fingers splayed to combat the rake look of the fingers in the end result. With the hips forward turn the figure to the side view and balance out the shoulders (backwards)…