[EDIT] latest render: Hello there, I have been working on a diffuse-only sci-fi texture pack for quite some time now. At some point I decided it would be very good move to make some cool scene to showcase these textures so I started blocking it out. This is what I have so far. I'm not really an environment artist and this…
Hey Polycount! I picked up Universal Fighting Engine(a plug-in for Unity) as a platform to showcase some of my effects and animation. Heres my progress so far... https://imgur.com/9xl8HDG Early testing of the rig in unity and animation setup, not much to see here beside the headache it took to get him to mirror properly.…
Empires, an established mod for Half-Life 2 with three releases under its belt so far, is seeking experienced artists looking to join a dedicated team. As we get closer to a balanced and bug free code base with each release, we are preparing to move onto adding aircraft and naval units in addition to our current vehicle…
Hi guys, I'm starting my Final Year project very shortly and I would like to know people's opinions on which engine I should use. My plan is to re-create the TES: Oblivion Waterfront home interior to current gen standards. I currently have no experience in CE or UE4, I've only used UDK so far but I want to learn a new…
Expanding the Adam universe Link - https://unity.com/madewith/adam At the Game Developers Conference in 2016, Unity’s Swedish demo team showcased the graphical quality achievable with Unity 5.4 by showing the first installment of Adam. According to Chris Harvey, “it blew people away, not only because it was visually…
@ImsumDave Hey, thanks for the feedback. I've been pretty busy lately but I've been focusing on the topology more as I see that its not evenly balanced. I intended for it to be just a general showcase of game res modelling skills/3rd person. I'm going to bake more of the details so I might not need some parts of the mesh…
@Yeudielcc That's the spirit! Now you know the names you need to search you can find a lot of material and process breakdowns on these, including here on the forums. A quick search on trimsheet turned up this video, which I just sped through but seems good, being the first of an in-depth series explaining the hows and more…
Some random screenshot mostly from 3ds Max showcasing some of the asset creation on Create. As a lead, I was responsible for making some of the props but mostly i did the layouts on these dioramas. Props were done by my team of super talented artists: Josh, Udell and Logan. It was very tricky and super interesting to make…
You probably heard "train hard, fight easy" before, right? So to put that into effect in an example: You wanna work at blizzard, let's say. So before sending application to them, I'd first make sure I could make a character that looks as good as their most recent title -- or better yet upcoming title if they have any on…
so alec hit me up to write a bit about my experience with handplane, and its been pretty good so far. the normals and the resulting shading are just flawless (wich also improves your generated cavity maps). also the UI is pretty self-explenatory, never had to fiddle around or anything, if you get a correct object space…