tigsource is the best bet, gamedev does have some discussion going on there but not all that many actual projects getting posted, from what I see. Which seems like an art forum where everyone talks about art but no-one posts any. still worth having a look (there's plenty of technical code stuff there though)
Good day to you all. Like most users of this resource, I enjoy 3d graphics. And as probably all newbies I have a dream about working in gamedev. Well, to the point of challenge. There are 10 weeks left until the new year. In 10 weeks I have to make 10 weapon models. Then all this is grouped into one asset of the weapon…
Hello, My name is Ivan Stamenovski I'm 3D artist/Generalist looking for remote work or freelance job. I am experienced with the gamedev pipeline: * High Poly * Low Poly * UV unwrapping * Baking Maps * Textureing * Unreal Implementation Check out my other works here: https://www.artstation.com/i_stamenovski Contacts: Email:…
Lenovo are my favourite at the moment if you're not looking to spend thousands. As far as laptop suitability goes.. My main workstation is an Alienware x15 which works very well indeed for all manner of gamedev related activities. It's getting on for £4k (I didn't pay for it obvs) so not exactly an economical solution but…
Hi! Im Tony and Im from Ukraine. Im 3D Artist specialized in creating environment and props for games. Experience - 4 years (gamedev) Soft - Maya, Substance, Zbrush. Engines - UE4 and Unity. Skills - Modeling (high\low), sculpting, baking, texturing. Base rigg and animation skills Portfolio:…
Hey, while texturing my last object a question come to my mind. How game studios approach to texturing. I mean, they are using texture libraries like Substance 3D Assets, or they are creating all of the textures, materials etc. from scratch by usage of Sampler (there come next question - are material artists are just…
More shots on my Artsation Post grabbed this scene off the unreal marketplace during their last sale ad completely re-lit it. downsized all the lightmaps to be around 8-16px/m to decrease bake times and be more in line with realistic gamedev specs for current hardware. Lighting overall costs about 2ms on average for the…
Hey guys! My name is Artem, I’m prop/hardsurface modeller. At the moment I'm very interested in work in the field of the gamedev. I’m looking for a job or single projects. My main interests are modeling and texturing Looking forward to help you with your projects! My portfolio trulz.artstation.com You can contact me with:…
Thanks gamedev. I haven't touched the mansion in days I'm afraid. I've been putting it off all the time since I wasn't satisfied with how my foliage was turning out. Now that I'm fairly happy with the results I can get back to it. I'm planning to get some base textures placed onto it tomorrow.
Well, in game everything will get triangulated. That's why in gamedev when people say poly they mean triangle. Modeling in quads is really only relevelant if you are doing sub-div modeling or preparing meshes for Zbrush with no intention of using Dynamesh. Another thing to bear in mind, that usually the tri count is not…