I am currently considering using game engines for architectural viz and cinematics and I intend to concentrate on using them rather than renderers like Vray,mental ray as I am of the opinion that in a matter of years game engine graphically will be almost close to what these renderers can achieve.The graphics of the next…
I’m incredibly happy to finally be able to share what I have been putting together over the past couple months,so with that i'm happy to present the Hard-Surface and 3D Print Pro Suite for maya A series of 4 Python scripts used for both hard-surface and 3D print prep pipelines. The Full Master Suite Includes: • Hard-Print…
Hi, we are looking for an artist to DESIGN, MODEL, TEXTURE and RIG mechas for an in development indie turn based strategy game. The style we are looking for is militaristic/realistic (think Front Mission) although we are open to input from the selected artist. This is a remote offering and the artist is expected to manage…
@iconoplast Was going to show us all how it was done over here: http://polycount.com/discussion/comment/2158961/#Comment_2158961 But then he never did. When it comes to PBR texturing, I see the advantages to working in Substance Painter, but for stylised, painterly texturing there really is no competition, 3dCoat is the…
The offline renderers(mentalray/vray/etc) do use pbr/pbs, and have been for over a decade. It's just different shading models. The latest derivative is Disney pbr which the games industry has adopted wholeheartedly. Mentalray uses reflection/glossiness. glossiness being the opposite of roughness. for a detailed offline…
We working on a mobile game that has a series of animals in it. We require several variant textures to be created per animal. No HUE shifts please, each must be a unique texture. 3D model and UVs will be provided upfront. Style: 75% hand painted vs 25% PBR. Texture Specs: 2048 x 2048, general highlights and shading…
We working on a mobile game that has a series of animals in it. We require several variant textures to be created per animal. No HUE shifts please, each must be a unique texture. 3D model and UVs will be provided upfront. Style: 75% hand painted vs 25% PBR. Texture Specs: 2048 x 2048, general highlights and shading…
I've currently made a shader for customizing a player's kit that uses patterns packed into the R G & B channels. One of our coders also made a shader but his one uses pixel values to pick value ranges. That method has the benefit of packing more pattens etc into one texture. However I avoided it as I had thought that it…
Location: RemoteContract Type: Freelance / Per-Level BasisStart Date: ASAP We’re looking for a skilled Environment Artist with solid Unity experience to help create realistic VR environments for Meta Quest 2 and 3. Our levels are small in size but highly detailed, with a focus on believable lighting and strong performance…
Este diseño de pantalla de carga me base en base al nuevo cliente y al viejo haciendo una combinacion de ambos Tambien tengo el formato en photoshop por si se tiene alguna duda Añadi los nombres de algunos miembros del clan, los marcos son aleatorios para cada uno, solo es par la impresion de como serian los marcos a mi…