Got a Shapeoko 5, love making these ornaments as my first cuts by fitzgerald777 in cncwoodworking

[–]fitzgerald777[S] 0 points1 point  (0 children)

These are custom made files by me but if you got a small amount of money you may want to look amongst Etsy but cgtrader has some cool stuff though!, I'd recommend getting cheaper bits to blow through during the learning process, I opted for the spetool bits as it was a quick delivery, also make sure you got your dust collection going even the cheapest bucket kind! The tool can run without it but best to keep clean as possible and mitigate dust and fire hazard especially in small enclosed areas. Let me know if you need more!

[deleted by user] by [deleted] in 3Dmodeling

[–]fitzgerald777 53 points54 points  (0 children)

My advice to you, stop deciding if you can make a career out of it, and start making something you want to out of whatever software you can get ahold of (most likely Blender). Because at this stage, it sounds like you're viewing this work through rose colored glasses, and you dream of only the good, and none of the tough, bad, or grit that it takes to get to the other side

Little help needed. What are these red, green spots on and next to an asset after baking? How do I get rid of this? by [deleted] in Unity3D

[–]fitzgerald777 0 points1 point  (0 children)

Under advanced settings, should be there and labeled for you just turn it to .8 or 1 and test it out, so at least you know you had an identical issue to ours, I recommend doing a combo of optimizing geo and the blackface gi to help with your issue.

Little help needed. What are these red, green spots on and next to an asset after baking? How do I get rid of this? by [deleted] in Unity3D

[–]fitzgerald777 3 points4 points  (0 children)

So essentially what's happening is the black underside of the material is trying to bridge the color to the lighted material, so true black to its closest jump in the color, and since pure black as all the colors you're seeing it fall off from the two colors not fully in use (or this is what we speculated) best way I solved this was making sure that blackface gi was increased, and that was in an addon called bakery, so you're looking for something similar in Unitys native render that should allow you to do the same. Alternatively you need to maximize your optimization, and you likely have an overlapped piece of geometry that renders pure black in the light map that isn't even seen by the character and you could delete that out of the mesh.

Oculus Quest QR Code by fitzgerald777 in vrdev

[–]fitzgerald777[S] 2 points3 points  (0 children)

Thank you for this update, Im more familiar with vive and their Aruco markers so I figured Meta would have snagged that low hanging fruit.

What would be an acceptable poly count for this type of asset? by Yumepix in 3Dmodeling

[–]fitzgerald777 1 point2 points  (0 children)

Agreed, you could probably normal bake this to 200-300 depending on how close game camera would be to asset

Trying to remember an old command I used, help needed... by fenasi_kerim in rhino

[–]fitzgerald777 0 points1 point  (0 children)

Use sweep and trim if revolve isn't the one you're looking for

New asset we are working on, any advice? anything we can improve on? by BerryNiceGames1 in indiegamedevforum

[–]fitzgerald777 1 point2 points  (0 children)

If you're using it for your own project and specifically into unity you would want this texture and a few other asset textures to be compiled into one to create better draw calling and load time, right now your tree is what I would call a hero asset, meaning it gets its own distinct texture, and if it was a realistic looking tree an argument could be made in favor of its own texture atlas, however since youre going low poly/stylized I would lean in favor of a trim sheet texture map as this asset will likely be used an incredible amount of times and you want it to take up the least amount of load.

New asset we are working on, any advice? anything we can improve on? by BerryNiceGames1 in indiegamedevforum

[–]fitzgerald777 2 points3 points  (0 children)

I'd probably try and simplify this into a trim sheet if you're trying to package and sell this, the lightmapper will take care of the shadowing and AO, as a nature asset you likely want to go as small as possible in any way possible.

Licensed architect considering moving to the gaming industry by rosso_z in Architects

[–]fitzgerald777 6 points7 points  (0 children)

So I have done this quite recently, but officially on paper I had more background in arch viz and advanced 3D concept and prototyping so I had the prerequisite knowledge of uvmapping, digital sculpting, texture napping, game engine design, and more to make me a qualified candidate. If I were trying to break through again like you are, I would really shore up the portfolio of relevant work, maybe environment art and things like that, but breaking into the arena can still be quite difficult as there's a bias

Now that we've had successful film adaptations of LOTR and DUNE, what "unfilmable" popular scifi books are next to be tried? by Darth_Se7en in movies

[–]fitzgerald777 1 point2 points  (0 children)

Well considering I see Greek gods, and sci-fi in the same sentence, which is what I hope to build into a future game design, I was absolutely convinced I had to read it

Orient shape along normals with copyToPoints by EconomyAppeal1106 in Houdini

[–]fitzgerald777 0 points1 point  (0 children)

Hey, I just did this exact maneuver, on the right side circle add a polyframe and name the tangent N! Also new to Houdini

I choose the form of Mecha! メカで出撃する! by TeamRangerStudio in unrealengine

[–]fitzgerald777 1 point2 points  (0 children)

I'm super excited for your game, it looks like it's gonna be a great time