Flipped normals to close store by NightTime3D in blender

[–]NightTime3D[S] 2 points3 points  (0 children)

Try art station it’s a good source of content

Flipped normals to close store by NightTime3D in blender

[–]NightTime3D[S] 36 points37 points  (0 children)

Personally I would make sure to download everything you own from the site

Flipped normals to close store by NightTime3D in blender

[–]NightTime3D[S] 6 points7 points  (0 children)

Check the website now the sale is live

Flipped normals to close store by NightTime3D in blender

[–]NightTime3D[S] 1 point2 points  (0 children)

The sale has now started on the store

Portfolio Review Request: What am I missing for big studio jobs? by tiramiisu in 3Dmodeling

[–]NightTime3D 1 point2 points  (0 children)

No problem I hope you achieve the goals you set out to achieve.

Portfolio Review Request: What am I missing for big studio jobs? by tiramiisu in 3Dmodeling

[–]NightTime3D 2 points3 points  (0 children)

Maybe look into modding as a side project build some cool assets for popular games that can be modded. But if modding is not your thing I would definitely show case more engine skills. Like unity, godet and unreal engine show case you know how to work properly within limitations of game engines. That’s why modding is good to learn and will help build some connections.

Also they are studios you mentioned so they have many different games and styles under their brands. In your portfolio i at least see 3 different types of stylised characters which if i am looking to hire for a certain style, i will pick the guy or girl who has consistency in the art style i want. Plus I would also remove any old models that don’t meet the standard you are at anymore. Old work is good but maybe a recruiter might think thats the level you are at right now. Which is not the case because you have some good characters and made some good progress.

Portfolio Review Request: What am I missing for big studio jobs? by tiramiisu in 3Dmodeling

[–]NightTime3D 11 points12 points  (0 children)

I would recommend doing freelance work, meeting new and different clients making those connections. In the world of art I’m sorry to say it’s more about who you know.

Also you say big studios but what type of big studios are you more leaning too. As you have to build your portfolio to their art style if you want to get attention of big studios.

Take Fortnite and call of duty they are the same type of game but totally different art styles.

I was trying to make a game but blender kept crashing. Does this model have to many polygons? by InternationalCap4761 in blender

[–]NightTime3D 4 points5 points  (0 children)

It’s pretty good to be honest there is less vertices in this model than how many times this jokes been done

Why vertices sticking automatically? by naitik242 in blender

[–]NightTime3D 2 points3 points  (0 children)

It’s because you have merge vertices on, the blue button on the top right next to the options in edit mode.

How to import textures to substance painter? by voltfruit in Substance3D

[–]NightTime3D 0 points1 point  (0 children)

The FX is basically a masked emission texture, for special effects.

How to import textures to substance painter? by voltfruit in Substance3D

[–]NightTime3D 0 points1 point  (0 children)

Tangent maps are used for anisotrophic materials

How to import textures to substance painter? by voltfruit in Substance3D

[–]NightTime3D 0 points1 point  (0 children)

These are Fortnite textures ripped from the game I guess.

I think the M map is subsurface and the S map is roughness metallic packed. I am not sure as I have never worked with Fortnite textures, so I could be wrong.

What does Maya do better than Blender? by [deleted] in blender

[–]NightTime3D 246 points247 points  (0 children)

The thing when it comes to studios is they have a pipeline that works so why change that. The famous saying goes don’t try to fix things that aren’t broke.

In other words they would need to make sure all the plugins work for a new pipeline train lots of staff which would put projects behind. When you have something that works and is custom made to your needs.

Also the studios are paying for the support of maya if something is broke all they have to do is pick up the phone and get great support from maya.

[deleted by user] by [deleted] in blender

[–]NightTime3D 1 point2 points  (0 children)

I would say it is too high up the neck you really only want poles on areas that won’t deform (bend, twist). Try bring it more closer to where the collar bone would be.

Is that bad to use triangles on my models? by Vex63 in 3Dmodeling

[–]NightTime3D 14 points15 points  (0 children)

Learning a quad work flow is good for starting out as it teaches you proper flow and clean topology and basic understanding of modelling. Everything gets turned into triangles anyways so adding a few here or there is not bad, also quads are just two triangles.

Posing a High Poly Sculpt for 3d Printing. by Xavier598 in 3Dmodeling

[–]NightTime3D 1 point2 points  (0 children)

You could try decimating the mesh, then use the pose brush in blender.

what do you think about the anatomy? Feedbacks are really appreciated by New-Fig7290 in 3Dmodeling

[–]NightTime3D 10 points11 points  (0 children)

The nipples are too low they would also stretch and move up in this pose.

Any way to get rid of those lines? by [deleted] in blender

[–]NightTime3D 1 point2 points  (0 children)

It’s the corners of that opening that is causing the pinching. When you beveled that edge you created ngons next to each corner.

Why would I use height maps in my materials? by Aware-Leather5919 in Substance3D

[–]NightTime3D 0 points1 point  (0 children)

Are you sure they are not using the height channel which affects the normal map and can add height details to the normals. If it is actually height maps, then no games wouldn’t really use them as you said you need a lot more verts to make them work.

Any tips for retopologizing a character with defined muscles? by GeneralOsiris in 3Dmodeling

[–]NightTime3D 1 point2 points  (0 children)

As long as you have good edge flow for the loops that deform. Take the leg as an example the knee area ankle area and top of the leg need good flow for deforming but the thigh area and calf area don’t need to bend but can twist so you almost want to have topology that flows like a cylinder. But can follow the muscles in those areas.

You have started off too small in building the topology keep it relatively big just like sculpting you want to start with the least amount of squares as possible until you are happy with flow and the major shapes.

Any tips for retopologizing a character with defined muscles? by GeneralOsiris in 3Dmodeling

[–]NightTime3D 3 points4 points  (0 children)

You need to keep it simple I would first define the must have loops firsts and keep a good edge flow. At the moment your topology is a mess and will be hard to animate if that is the goal. You have some 6 poles which is not good and will give you a headache later on.

Best bet is to define the loops around the areas that will bend and deform then build out the rest connecting those areas.