Are you passionate about video games? Do you want to keep progressing in an exciting, young and dynamic environment? Gameloft is currently seeking a Senior Lighter/Comp Artist join the cinematics team (Packteam). Gameloft is an international developer and publisher of video games for mobile phones and consoles. Founded in…
Hello everyone! I've started working on a project in hopes of learning better modeling and rendering practices. This project's final product will be a short (probably within the 1-2 minute range) animation. I am currently planning on rendering the scene in 3D and the character in 2D. ------------ Inspiration for the 2D/3D…
World of Warcraft Shadowlands Sword Game Ready Asset Programs: Maya: used for Blockout/ Modeling Zbrush: used for Highpoly modeling Substance Painter: used for Texturing Unreal: used for Rendering Photoshop: used for Presentation Reference Lowpoly Model (left), Mesh (right) Highpoly model UV Texture Model with texture…
Sidestepping the emotional aspects, i will just highlight a few feedback points on your portfolio artworks : - you seem to like to include both highpoly/midpoly and lowpoly versions of assets (in some cases with duplicating textures or rendered in different renderers) - i think its unnecessary -- if your goal is to work in…
I think any of the concepts are completely fine. There is room for more grounded and realistic forms of armor, and I think that would really kick your work up to the next levels is paying attention to * construction: making sure it feels believable and real * presentation: really knock it out of the park with lighting and…
Hi! Looks as intended to me. The values of the border pixel where the UVs end get repeated outwards (edge padding) to reduce visible seams when the texture is displayed at a lower resolution (mip map). I suppose by banding you mean the stepping in the padded pixels? That's probably due to the UV borders not being aligned…
You should match two things between your camera in maya and the other in marmoset : - FOV (which keys aren't imported if I'm correct) - Render output resolution (which, in fact, defines your framing), so if you're filming with a 3840 * 1646 resolution on maya, use the exact same values on toolbag render settings Please…
Hi James, thanks for your feedback. For the tape and the candles holders... YEAH, I agree with you. What do you think about those new renders? The tape is now less metalic with another colours (but still specular) and the candle holders are more metalic. Do you think I should just keep the tape really rough? Does the…
Don't use metallic workflow for nature then, it's mainly a shortcut for the sake of brevity and specular workflow is so much more fitting for for nature. PBR is a much bigger difference than you're selling it as. It's not so much your process that matters it's the rendering process that they work with and it allows you to…