The Art of NanoLegends Nano Legends is a platforming educational game about cellular biology and cancer awareness using the Nebula2 engine. It was developed by Commgraphics. Our target age group was junior high school kids, so we kept everything fun, but with a dark edge to grab their attention. Nano Legends have nine…
Hi! Yes, it's the "Mark Sharp" command. With objects that have angles of various degree, I like to set the autosmooth to 180 degrees (all smooth) and then manually mark edges sharp where it's necessary. Due to the Auto Smooth angle in the "Object Data Properties" panel being greyed out in your image, I think the mesh might…
Environment Texture Artist Blizzard Entertainment is looking for a highly skilled environment texture artist. The ideal candidate has experience painting textures for a diverse visual range of 3D environments. A solid grasp of form, color, and light for both 2D and 3D art assets is essential. The environment texture artist…
Hello everyone I am Eric Kozlowsky Lead Environment Artist at Lab Zero, we're currently in pre-production on Indivisible. However we're looking to add a Texture artist to our team in the next few months. The position is full time in house. We're located in Hollywood CA. http://indivisiblegame.com/…
@LDKSuperDante I think you can cover a lot of ground by experimenting with "detail textures", which are secondary textures used to add more noise to a base texture. They can be used on top of any maps be them diffuse, specular, normal (especially normal, as they affect lighting the most) by being blended in different ways…
I think your stuff looks pretty good overall. I would suggest to focus on creating low / mid-poly (100k-ish) game meshes with texture break downs (Normal, Albedo, Gloss, Spec etc...) As well as pushing the quality of materials and textures.
I've been rigging an asset for over a mounth now and since then working in parallel with some textures that are receiving driving systems from the rig. It all worked well until now that I finished the rigging process and heading to finalizing the textures, when upon a sudden Maya fails to load the textures or can't find…
I wanted to bring this up as a discussion because I heard of this method a while back I can't remember where it was mentioned, but they called them "loaded textures", but this doesn't seem to be a popular method of handling greyscale textures. Why not take 3 grey textures and put them into the RGB channels of a color map,…
Hi guys, I have a little problem with texturing. Image a ground for a low poly game. The ground will be bumpy, I mean it will have a few hills and it won't be just the even plane. Sort of what the example image presents. Now - the ground will be textured with a single small tileable 128x128 texture of grass. So far so…
I'm trying to paint a human face (for something completely different) I successfully made my UV, click the 'new txtr' button in the texture map sub-pallet filled it with a colour and i began painting onto the mesh. so i was a fair way into blocking in the golden zone, and red zone of the the face when something really…