more and more games are using substance or quixel, but i know a bunch of artists who still use photosource textures, photogrametry, whatever works. there is no correct way of doing it, just make something that looks good. but generally starting from a photo base or using it to create substance masks will help.
Department: Visualisation Location: London Reports to: Head of Visualisation Job Description: * Creature concepting through to full asset delivery * Creating bespoke human characters with specific likenesses * Developing assets to work seamlessly within the shot pipeline * Understanding and interpreting Art Department…
RESPONSIBILITIES * Create high quality environments working within a predefined art style as part of a multidisciplinary team. * Deliver a high level, in-budget quality within fixed time constraints. * Balance technical, gameplay, and artistic constraints and work collaboratively to reach solutions between disciplines. *…
I know this is very exciting and the tech is very cool...BUT I worked really really hard to become a 3D artist, basically from scratch and to have all my work potentially be replaced by an unthinking, unfeeling machine that can't even appreciate what it does is extremely depressing for me. Yes yes, I know that…
some object using tiling texture some other is just unique , for the unique object, the material is much more simple than the wall of the house or some other object. ideally bigger object always uses tiling texture, while smaller object uses unique texture . probably Audrey Wong @audreee can explain more how the Unique…
Over the past couple of days, I've been playing around with using a Kinect and the software that comes in the Kinect SDK to do some 3D scanning at home. It has its limitations and the output is usually a little messy around the edges, but so far I'm happy with the results I've been able to achieve with extremely short…
I dont have any experience with photogammetry. But cant you import the sections into zbrush, merge them into one subtool, remesh and project the details on higher sub levels, use the sculpting tools to repair seams in ZB ( on the new tool) and then handle the repaired mesh like a character and just make a retopo low poly…
Hello. I think I am finally calling this finished. Thank you all for following along, it's been quite difficult but also very rewarding. Some renders (also on my artstation: https://www.artstation.com/artwork/Po54LL): Little self-eval of things I was satisfied with and things I wasn't over the project: Good/Satisfied:-…
Hi everyone! I am so exited for the new God Of War game that I wanted to create a character that fit in the universe. I Also wanted to try a different workflow involving Photogrametry and scan my head in to get a realistic head to work from. So his name is Dugrof, he is a solitary hunter who I imagine Could be a main NPC…
I am doing a lot of photogrametry work, mainly archeological sites and historical visualizations. If Quixel could give some work flow tips for this maybe i could contribute with some high quality photo scans. Is there any interest for user created materials? Octane render has a lot f user made materials in their Live data…