Hey PixelMagus, [EDIT: I had asked how you had gone about setting up your images and everything - but after seeing there's no Flash popup menu when right clicking, and after looking at your code, I assume you made your own site based on his rather than using his source files as they came.] Here's two suggestions: To do the…
Hi guys, right after the latest beta release, I've been involved in a indie game development group for about one month dealing with HLSL. Unfortunately it didn't turn out too well, and from that experience I still have a toon shader for 3ds Max to refine and release. In the evening of the same day I left the team, I…
I have just posted a piece on my Artstation showcasing the Enfield No.2 Mark 1 Revolver and now ask for feedback/critique on anything! Could be the modeling, texturing, rendering, presentation etc. I'll post some renders here but far more is shown in my Artstation post below, including a Marmoset Viewer.…
Hey Polycount :) Here's a little axe of mine made recently, 647 Tris total - PBR Metal/Rough textures at 2048x1024 scale Software used include blender, houdini, substance painter/designer, photoshop, and presentation in Marmoset 4
Didn't a recent update, include playing mini games on arcade machines?! Pardon me : / just that I'm a fan of the game (....plus The Ascent published by Neon Giant) and generally an overweening generic Cyberpunk nerd, too boot : # Nowadays, vertex counts are not the performant component to be aware of for most use cases due…
I figured even if I'm not planning on including these pieces in my portfolio anymore (wiped them off my AS lol) now that I've decided what I want to specialise in I'm still going to leave these 3D pieces here for feedback. These are all pieces I plan on revisiting and improving when I have time, especially since they're…
This is the result of our collaboration. I did the modeling and Imtiaz Ali handled the textures and rendering. There is room for improvement, but I am happy with how it looks now. (ref included)
I guess there's a couple of other fairly important things to know 1: using SVTs (you can bake them from the RVT volume) is a very effective way of reducing the amount of resources required at runtime- they are static so will not include any runtime edits to the RVT and are used in place of the lower mips of the RVT (try 5…
I'm uploading the final presentation and the Artstation link: Link to ArtStation: https://www.artstation.com/artwork/blWPKn Hello Polycount! I'm currently on a short work break, working on my portfolio. I've always been a big fan of Team Fortress 2, especially the Demoman. These days, I've been playing Valorant and…