Edit: Filled! Thanks so much for everyone's applications! Hi there! My game, The Fall, has gathered some fairly
favourable attention since its release in 2014. I've been hard at work on a
sequel, and could really use a concept artist to help me bring it up a few levels
quality wise, and assist me in doing some layout work,…
https://www.youtube.com/watch?v=293gQDabVBohttp://https//www.artstation.com/joshjames ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^PLEASE WATCH LINK FOR VIDEO </code><code><b><span class="post-color-red">Re-imaged section of the Route Kanal level in Half-Life 2. Originally a university project, I have returned to…
Looking good Bard :) Couple things from the original concept that I liked and don't see in your build at the moment. 1 - Split in the overhead rail. I like how in the concept the rail veers right but there's still enough straight track for a few globes to be separated off from the line. If this is an inspection room, what…
Hello fellow Polycounters, My name is Jason Stokes and I've been lurking around here for years. I wanted to share some of the work I've done on GuildWars 2 and also explain some of the process. I love the community here and I've learned quite a bit over the years so I figured I should probably start contributing :) I was…
EDIT: Hey guys :) I call this one done :) At my Artstation you can finde the whole scene inside Marmoset Viewer :) Final Render: Close ups: HR: I had a blast creating this! My workflow for this was rather basic, at first I created all the assets as highpoly models. At this point I started staging the whole scene, while…
Hi guys, I got to the vertex paint stage in my level and I am confused how to go about this issue. I am trying to create fake height difference between my top layer (wallpaper) and bottom layer (plaster). I am still learning unreal so figuring this out seems like black magic. This is what I got so far, (the mask for the…
Hey Polycount, long time no post. I used to post here when I was a super student noob, and thought it would be cool to revisit again. :) I've had the extreme privilege of shipping Destiny 2 as a 3D Generalist for Bungie's VFX team (formerly known as Spec Ops.) This represents a portion of my work. I filled in a lot of gaps…
NVIDIA has a new version of their GPU vidcap software, with their Geforce Game Ready Driver. Except... the videos are captured at 20GBPS instead of 20mbps! So here's what a vidcap looks like with a driving game (Watch Dogs 2) Kind of interesting, in it's own way, if you like that sort of thing lol
Hey there. I'm baking out a Tommy Gun I'm working on currently. In order to maximise UV density I decided to use 2 UV maps(one for the drum magazine, bullet, grip and front pump. Another UV for the body and the rest of the parts). When it comes to baking with the "ignore groups" setting on(to assist Substance Painter…
So, after spending 2 weeks on getting a single mesh to work allright with udk lightmaping and (failing miserablly) i had to come once again for some help guys :\ I have done everything, tried everything, read the tutorials about making lightmap from epic forums, i even posted there and made a post on polycount some time…