Back when I was a total noob, I was always stuck importing models back and forth between DCC software and Unreal / Unity.
Every damn time, I had to mess with the axes, make sure the coordinates didn't go to shit, and rescale everything over and over.
I used to think: "Man, wouldn't it be fucking awesome if a plugin could just do all of this in one click?
" Having to double-check and tweak everything with every single import was a massive pain in the ass.
Now, things are totally different. Ever since I got this plugin, my workflow has been smooth as hell.
No more wasting time on mindless, repetitive grunt work—hell fucking yeah!
Check out the video to see how it works: 👇
#b3d #gamedev #unrealengine #unity3d
Has anyone else been there?
When dealing with a large batch of models, you end up spending countless hours manually plugging in PBR textures one by one and individually tweaking shader nodes.
I remember it vividly back before plugins became the norm, this was honestly the most tedious and mind numbing repetitive grind.
It wasn't until automation plugins came along that we were finally rescued from these robotic tasks.
Especially for someone who constantly bounces back and forth between DCC software and game engines, tools like this are an absolute lifesaver.
So, how exactly does it work? Check out the video showcase below👇
#b3d #gamedev #unrealengine #unity3d
If you're tired of that, take a look at this automated Shader plugin I built.
My store is on sale! 🔥 25% off (5/25 - 9/15).
👇👇👇
https://t.co/9m3RPsSozy
#b3d#blender#unreal#unity
Hi, my work is primarily in the VR and gaming entertainment industry.
Over the past 6 years, the companies I've worked for have mostly used point cloud data as reference material—generating models from the point clouds, which artists then use as a base to reconstruct the assets.
Currently, Gaussian Splatting still hasn't overcome the hurdles related to game optimization and dynamic lighting/shadows.
While I look forward to future technological updates that might allow it to be applied directly in games, I think it will be extremely difficult.
Given our current production techniques, it is still very hard to break away from the traditional optimization framework.
I'd also like to share a tool I developed myself. It has significantly reduced the amount of time I spend setting up PBR shaders.
Superhive : Smart PBR Engine
Still manually connecting PBR nodes?
Dragging textures, plugging Base Color, Normal, Roughness... Doing this for 20+ materials is pure mindless repetition. No technical skill, just tedious work that eats half your day.
How much time do you waste on this workflow?
#blender#3D
Hi guys~this my 3D work 『Asada Shino』in Zbrush 3ds max and renrer on 3ds max vray.
Visit my artstation page for more images.
https://t.co/y9gQMtnCkQ
Hope you like it! Cheers!