Hi, this is an effect pack I've been working on. The pack contains 5 variations of the dissolve effect: - Simple dissolve: The classic dissolve effect everyone knows with some cool additions such as a border ramp texture and an animated mask option. - Gradient dissolve: This one takes in a scalar gradient between 0 and 1.…
Hello Polycount community, I am reworking the ingame interface of my roguelike game and need some ideas for it. Currently I am designing the bottom "menu bar" as some kind of belt where a beeper shows game messages and the belt buckle contains some game information (health, stamina and if the player is standing, crouching…
Hello, I am looking for a freelance 3d artist that specializes in either props or environmental assets. The project has its own stylized minimalist art style and you should be able to work within these bounds (similar to Firewatch, The Witness). You can view the game here (we just recently wrapped up its…
Trion Worlds is seeking exceptional and passionate Senior Environment Artists to build fantastic settings for RIFT. Senior Environment Artists will work with the Art Director, Lead Environment Artist, and the design and engineering teams to help determine the style for our AAA-quality worlds. This position is based out of…
Hi! I thought to make this thread to discuss what to include in a portfolio presentation and how much is needed to start applying to job opportunities. I've noticed a lot of variation in portfolio content and presentation and have collected a few examples of artist portfolios at various levels. To start here is my…
@Contrails: I tried bumpoffset, but the offset didn't really match the other textures, so it looked like two misaligned textures multiplied...hard to explain. But thanks anyway, I'll probably look into that at a later point! @Sid Thanks! I really love the style of those sofas, so sooner or later I really had to do one…
Your materials still need a lot of work. In the dirt & debris example, there is no lighting yet your texture has dark shadows. Likely because you took a photo of the ground when the sun was still out. In a PBR workflow, your albedo cannot contain any directional light, because it needs to be rendered in every type of…
i would do it this way as well, with modules that contain unique UVs. It is easier to manage :) Looks like things going right. Me personally i prefer to have as few building pieces as possible. Of course variety is important, but 5-6 pieces only for basement seems a bit too much. Now it is ok, but with more buildings u'll…
Ok I think this is pretty much the final high poly. unless there's any good crits before Saturday My plan is to have the low done unwrapped and baked by this saturday since the last update I've - Added side mirrors -Roof ribbing -Indicated the trunk door -Done some really quick and simple Zbrush on the bag box and stake…
Thank you all for sharing your thoughts! I'm surprised that there doesn't seem to be just one term for this concept of maps. Different material properties having different names in different engines makes sense though since the complexity of "recreating nature" makes for many ways of going about it.. Looks like we have:…