I'm looking to create 3D stylized assets and props of various Solarpunk styled scenes like this example: (source: https://www.artstation.com/artwork/dOxBwe ) STYLE I'm targeting a cartoon/anime stylized style similar to "Valorant" or "Borderlands 3" or "G.I. Joe: Operation Blackout": Another example of the targeted…
Hi Polycount! intro: I've been a longtime lurker on Polycount, but haven't ever posted my stuff. I'd like to change that, as I've got a topic i'd love to discuss with the broader game artist community: Color ID maps (#colorID maps)- why they're possible in other programs such as substance Painter, but not feasible in UE4…
Description We are producing our first PC title; a dungeon-based action MMO with fast-paced fluid combat. Our ambition is to give the player full movement agency, the animation style will balance the pace of combat with stylized punchy and exaggerated animations. The task is to produce in-game combat abilities and…
uvula is a small team located in San Francisco. We approach game development with a different perspective on what games can and should be. Our new project is ramping up production and needs a dedicated engineer with 3D gameplay and console shipping experience to help bring our ideas to fruition and guide our engineering…
Hello, This is a scene that I've been working on the past week. Inspiration is obviously the UE5 demo. It is meant to showcase my pseudo GI solution. I know this is the 3d art sub-forum so i wont go into details about that. So, nothing fancy, just a heavy use of megascans assets (>90%). I started by importing the assets…
Hi everyone, recently I have gotten back into working on my Vex environment. I had planned to post about this earlier but forgot to and so I missed getting screenshots of the original blockout phase. So in these screenshots you will see some models more developed then others. With this project I wanted to do something a…
I've been using Sequencer for exactly this. With UE5 there are significant improvements with Sequencer and ControlRig. If you're limited to using UE4, you can still pull off results like this even without setting up raytracing project settings. Feel free to check out my portfolio link below. The most recent posts…
Version 7 (V7) is looking for a 3D Character Artist for our flagship project launching later this year, codenamed "Projekt: A." The ideal candidate in this role (see below for the detailed responsibilities and qualifications) is an experienced Character Artist with a specialty in Unreal Engine 5, comfortable with realistic…
Ok you asked for it : P Well its a good start, but theres a long way to go Its not as important by now, but the first thing i see is bad presentation. The lighting is weak, the presentation graphic design is far from nice (fonts and layout are ok tho, but the palette is a no-go) Dont make white to grey gradients or grey…
Finally finished this. I did not use UDK but I do not really regret it as I might pick up UE4 instead. I regret that I missed that learning possibility, but this project have sucked the will out of me for some time. Also I could have optimized this mesh so it wasn't 75k tris, but I cant be bothered. It looks good and will…