key roles needed: PROGRAMMING ROLES (Godot) Graphics / VFX Programmer Responsibilities: – Implement shaders, spell effects, particles, and lighting logic – Build visual systems for Spellmancy and environmental FX – Collaborate closely with art direction and gameplay systems UI / Tools Programmer Responsibilities: –…
Posting this here specifically because Polycount's audience cares about pipeline more than novelty, and that's the actual use case I built this for. Context I run Anvil Interactive Solutions — we ship Blender/UE5/Unity tooling (Quadify line, BlendUnreal, BlendUnity, a few others). BlenderMCP Pro came out of needing to do…
Hi there! i've been looking for fixing this issue where my door blueprint don't want to match the lights of the scene but i can't find any post that fix the problem. The blueprint of the door is set to movable, the rest of the light in the scene (directional and skylight) are set to stationary but the door looks like this:…
Thanks for the big resolution shots! Looks promising. You'll probaby fill the scene up more, but right now, the big empty floor area with the repeating board pattern is something that stands out immediately. The shot towards the sun works best in that regard, as the specular breaks up the shading. The materials and colors…
great work, especially considering that environments r not your specialization ;) The way assets are built looks good to me, nice texture work as well. My main concern though is that to me it does not look like underwater environment. Actually i thought it was a night setting before i read the description :P The lighting…
I have a doubt about textures when the model has normal map and specular. in this case should i worry about painting lights, glowing things, set the light direction or should i leave it completely "flat" and put these details only in specular, gloss?
I'm not really sure how to describe it exactly, but when applying the normal map to the mesh (here I'm using Xoliul's shader) the light hits the mesh....differently? This is what I mean: The barrel is all the same colour, and displays as such under light until the normal map is applied. Looking at the normal map, I can't…
Hello every one, We are Techland Games, the developers of the Zombie smash hit Dying Light, and we have a mini challenge for you. We want to give you an opportunity to create an in-game t-shirt for Kyle Crane the main character of Dying Light. The best design will be put inside the ACTUAL game, together with the name of…
This will always happens between modular meshs. Just because they don't share the same baked texture. One way to avoid is to create one larger mesh. But that destroys the modular worklflow. Other way is to change some settings in the World Settings. -Indirect Lighting Quality 2 or higher should work -Decrease ndirect…
Hi guys I'm a big fan of the lighting used by Timothy Reynolds in his 3d illustrations. http://www.turnislefthome.com/206630/5823403/3d-work-client/twitch-2014-recap-(illustrations) I believe the thing I enjoy a lot is that there are warm shadows in the work. I have experimented with some low poly models and post processed…