Hello! It's my first time posting here, I'm a student studying 3D environment+procedural art, Nice to meet you guys. ( •̀ ω •́ )✧I've been working on a hoard shooter FPS game with my team where you shoot shoot and exterminate alien spiders in a space hotel, art-deco inspired. I would love to have some feedback or opinions…
The sword looks good. Are you using ref. for the mace though? Maybe I'm oblivious to the various types of maces out there, but wouldn't it make more sense for the spike part to actually have more weight then the handle? After all, that's what a pummel is for, is for adding additional weight in the back end helping balance…
Sounded just like the Estadio Azteca sounds in Mexico :) Not a great start for the cup but it makes things really interesting for Group A. At the end of the day it was in the best interest of MEX and RSA for URU and FRA to tie. Its really going to come down to goal difference if they keep it up. Predictions for Tommorrow…
I am in dire need of help. As you know, Windows 11 update is coming up and I desperately do not want to use it. So I've been testing Linux Mint (ubuntu) for the past weeks and I'm finally at the stage of testing windows .exe files to get my work done on Linux. The issue I'm running into is the Maxon App. Without logging…
I managed to slash the digital nerve on my left index finger on Christmas Eve last year. Was cutting up vegetables with a bread knife and got distracted by something on television. Slipped with the blade and wound up with a big jagged diagonal cut along the inside of the second joint. Spent Christmas Eve in emergency…
1:. Concentrate on one thing. 2: there are less character artists and the entry bar is higher compared to env/prop art. It's more work but if you really like doing it the other areas probably won't make you happy 3: doesn't really matter what you use if you make good stuff
Hi, I am a solo Unity developer who has 5+ years of experience with two launched titles. I am looking for an artist who thinks they can tackle "out-of-bounds" environment modeling. The goal of this task is to provide enough background modeling so that the player can never break immersion while in-bounds. This task also…
Some progress on this thing, the idea with ropes and marble was taken from Plamen Tamnev on artstation: https://cdna.artstation.com/p/assets/images/images/026/585/762/large/plamen-tamnev-env-draft-21.jpg?1589188193
for alot of env stuff I use box map: for 2:1 I box map the mesh at half the rez of the texture, I also use a cube with a checker pattern at the correct density to help eyeball stuff as well.
Were trying to get the other artists to put some of their stuff up. The env team was a total of 5. Crazy i know. Correct, motherbase was made in japan. I reused some of the textures used on motherbase on the ship in Amber Station :poly142: