Yeah I definitely want to have lights under the water, not sure how to achieve this, maybe luminance materials on some long rectangles? Ive made a brick wall with 2 variations and reworked the tiles a bit but I think I will ultimately need some new tiles for the floor. I want to have a kind of watery/damp feeling to some…
Hello everyone ! My name is Maxime Vermeulen and I am a junior character artist from France. Check my artstation here : https://www.artstation.com/luven I am currently looking for new opportunities in the video game industry, after having working a bit on indie title Ary and the Secret of Seasons. I'll post about my Ary…
Given you want Spherical Environment Maps and no Cubemaps in 3DS Max, you need Mental ray, then do as follows: 1.)go to Rendering -> Render Setup -> Renderer. 2.)Scroll down to the camera shaders and asign a "WarpAround (Lume)" Shader to the "Lens" slot. 3.)Adjust your render Resolution and render. The center of your…
You need to use 'area' lights to get those kinda shadows. You can try to fake them using multiple spot lights just offset a little from each other. You coulld also use luminous white cards and use FG to illuminate the scene, but this can cause alot of extra noise in your renders. Those shots look like you'll need a…
I wish more people (when making source-2-pixel) would use proper math and other functions which would generate the best result in a way that mimics the 'core' features of old-school minimalistic art from games, not the pseudo-nomad-hipster ads everyone and their grandma's make in PS in under a minute. For example, total…
A couple more characters. I think I figured out a few little tricks to make this style look a bit better. The furthest right character, the Nubian, was created a couple days ago. Then I did the two satyr characters, and I think they do look a bit more refined. There is a few subtle changes: 1. I added thin borders of color…
https://www.youtube.com/watch?v=fB-9CxqGndI Looking for a different type of game? Try the new award winning narrative-based adventure game Bohemian Killing, by The Moonwalls. A non-linear first person courtroom drama set in the streets of 19th century steampunk Paris. You find yourself on trial, accused of a brutal…
This model is to be used in Unreal Engine 4 and I used Metal-Rough workflow with this. I needed to cut some corners to keep the poly count low as my project requires it but I think this is passable. Realistically this surface would be way more rough and not so shiny, but as my virgin eyes fell in love with the huge…
Rockstar North is currently seeking a highly talented Information Systems UI Developer. Responsibilities The role will involve developing and maintaining our inhouse project management and bug tracking system. The role will focus on frontend development, user experience and workflow and further developing the reporting…
Update: This works even better: Here you can change the amount easily compared to my old solution. Some numbers break the pattern though. Luminance variation works fine too, if you need it. Polygon: Scale 0.95 Transformation (Hori Mirror Other): No Tiling / Size 50% / Offset 0.21667x 0.373y Tile Generator: Tile H&V /…