Hey everyone! I'm thrilled to finally unveil my completed game environment! This is a small-scale reimagining of the iconic Roundtable Hold from Elden Ring. My goal was to improve and demonstrate my skills. I introduced archways with statues (inspired by the original concept art), as well as a grand staircase with a runner…
Contract 3D Artist & Animator (Low Poly, Web Games) Type: Contract (remote, flexible hours) Company: Mid Games Inc. Mid Games is an independent studio building fun, accessible multiplayer web games played by millions of players worldwide. We’re looking for a contract 3D Artist & Animator with strong low-poly expertise to…
Contract 3D Artist & Animator (Low Poly, Web Games) Type: Contract (remote, flexible hours) Company: Mid Games Inc. Mid Games is an independent studio building fun, accessible multiplayer web games played by millions of players worldwide. We’re looking for a contract 3D Artist & Animator with strong low-poly expertise to…
That's interesting. So by the time there were full 3D games on the PC, they'd either go with full skeletal animation or MD2-style vertex animation. There probably wasn't an intermediary period of PC games where they'd use this "hierarchical node animation with the segmented meshes" as we saw in consoles. The earliest…
Contract 3D Artist & Animator (Low Poly, Web Games) Type: Contract (remote, flexible hours) Company: Mid Games Inc. Mid Games is an independent studio building fun, accessible multiplayer web games played by millions of players worldwide. We’re looking for a contract 3D Artist & Animator with strong low-poly expertise to…
It probably works the same way as vertex programs where if you modify the vertex position it does nothing to the vertex normal, and you would need to manually modify the vertex normal if needed. So you still need a normal map to get proper shading, unless you were doing something crazy and editing the normals along with…
I wasn't too sure whether it's related to the missing vertex bug or not (that sometimes your vertex dot didn't display, therefor you cant select vertex even though you're on vertex sub-object mode), but you can try to convert it to mesh then back to poly, at least it fix the missing vertex bug for me.
I am baking color ID's to vertex colors, but when I go to object mode, I cannot see my vertex colors anymore. Is there a way to either - See vertex colors outside of vertex paint mode? - Not clear color ID's when baking to vertex colors so I can still visualize them?
I really like using an add on for Blender called the PolyQuilt tool which works very similarly to Maya's Quad Draw which I also like, but it has even more functionality since you can work in other modes beyond vertex (edges, tris, quads and n-gons) and because your doing this in edit mode, you have access to Blenders full…