hello i am ghost59, a game developer, writer and artist. i am looking for an concept artist for two projects a graphic novel and a game called mass wars. the graphic novel is called a quest for cheese cake. its about four characters in different areas of the world of sor gona. the comic is a sci fi fantasy. not all will…
Hi there! I would ask what's your focus? Seems like "prop artist" from your portfolio. I suspect the answer is more along the lines of "whatever 3d art job will hire me" because that was my remit back when I was getting started. However, you kind of need more specificity when seeking full-time studio jobs. Where do you…
@poopipe Thanks for the reply! I Asked him in the youtube comments and he mentioned he just made the geo in Houdini and using a spherical mask in Unreal to mask it out.
Today, I
finished first vehicle for my project “Stranger Worlds”. Vehicle’s codename
– Thor. During
development, I solved on of the biggest problem for me - how to make materials
for a complex asset with hundreds of parts and achieve a clean result. Before
that, I used two different approaches in texturing – unique…
Thanks a lot for your coments guys! Especially Hazardous, I'm a very big fan of your work :-) Minos, We used to work a pretty solid group of 6 or 7 texture artist team (even 8 in full production times) and we looked much about the work of others , so at the end is all very cohesive . We learned from each other and this…
Hey Vig that's nice! I like how your last version really feels GBA-ish thanks to the efficient use of tiles. Makes me want to try that! About that cleaning technique... You can also ctrl-click the original layer, hit the 'create alpha mask' icon at the bottom of the layer palette and adjust the mask's…
So I'm currently implementing substance workflow at work and my task is to make materials for weapon customization - i.e. dirt/wear/base materials and so on. It will be used on the character screen and should be updated real time. So any tips? So far I only know that uniform color nodes should be as low res as possible (up…
The way I see things, marking menus, shortcuts, the shelf and maya's own regular menus all have their merits. I use them in the order of how often I use them. For the most used commands I try to stick to Marking Menus. I use Maya's default contextual marking menus with a few changes that I made. For example I added a…
Hi all. I was googling when it is better to use tileable texture blending and when it is better to create the textures with photoshop or Substance Painter for models for film and video games, I came across this forum topic, I couldn't resist the temptation to ask since I can't find anything that convinces me on Google.…