Hello everyone at Polycount, we are currently looking for some quality members to help speed up development of our game, we have a lot that we haven't shown publicly but will disclose to those that join us and require talented individuals to help us get this game ready asap. [IMG]http://avalongamesllc.com/Sovereign…
Position Type: Full-Time Skill Level: Intermediate Opportunity We are looking for a full-time Environment/Prop artist to work for FastTrack Studio on various projects. The availability needed for this position is 40 hours per week starting with a 1-year contract. Please note, this position is intended for a freelance…
That's true. But for an environment artist looking to just showcase an environment or artwork there are enough tutorials already available to get you comfortable navigating the Editor and importing art assets and materials. Plus you can take advantage of the use of PBR materials. In a year or two, if you're not making use…
Hello, Thanks for your Time: I'm looking for a Flexible strong Figure Drawing Mentor with an eagerness for teaching material at a down to earth understandable pace. I've been practicing with art for a long time now but I haven't had much luck finding a consistent mentor for this specifically, and am Self Taught rather than…
Oxidation should act as a roughness map first and then it will begin to act on the metallic map depending on the severity of oxidation. Large chunking of rust and speckling with no longer be metallic for the sake of energy conservation. As for you second question, I'm not sure what you mean. Are you making a metallic…
PBR shader typically represents a surface defined by micro imperfections (roughness) and macro imperfections (normal map) . But in the real world there is a huge scope of details in between two of those things, smaller than 1 pix of normal map . It's where you have to fake something. For the velvet it's special Fresnel…
Hey Poylgobin, great models! Liking the project so far. I'm not sure if you know or not but Allegorithmic put together a really awesome free PBR guide that has helped me a bunch with figuring out how to approach texturing and making the textures more believable. https://www.allegorithmic.com/pbr-guide I agree, the textures…
Mari is supa-dupa-awesome software but it doesn't support stretched textures like 1024x512 =(( and I still can't figure out how to draw PBR texture there, it has shaders but you can't paint all texture at once easily like in substance painter but substance painter miss clone tool and lot of options. Jesus where to texture…
You'll get there. Once the bitterness over your education wears off a bit, you'll be in a better spot to be creative. I've found that working out of money anxiety / desperation for the job will burn you out in the long term. Perhaps scale down a bit back to the diorama work but focus on making it a game ready (optimized…
I made a fully 3d PBR explosion inside Unity. It's meant to be used for realistic scenes for a explosion mushroom cloud. The smoke rolling animation is completely procedural and scalable with time. The explosion itself is opaque with a blurred multipass shader for smokey edges and a nice transition with its surrondings.…