This looks like it might be interesting, did a search and didn't see it mentioned anywhere... The following is a cut/paste of the opening paragraph on the CG Talk thread Matt Clark started (link to thread at the bottom of the page). New Re-topology tool: Wrapit Hello all, I'd thought I'd take this opportunity to…
Project name: Last Chance Brief description: The game is a First Person Shooter called 'Last Chance'(temp title). It's set in the future, and it takes place in the middle of a war between 2 great civilizations. You, as a soldier, and your team land each time into several islands and have to complete an objective. The game…
Loric Games is newly funded studio built by a passion for immersive storytelling and cooperative games. We aim to inspire adventurers within fantastical worlds that are brought to life through shared story-driven experience. We're looking for an experienced Senior Environment Artist that can be a leading contributor…
Hello guys, This will be my blog for my current project. I will be trying to make this character made by Baldi Konijn https://www.artstation.com/baldi-konijn. With my quality target being Wayfinder. This is my current block out, been working in this for just a few days since just finishing my graduation character any…
Hi, can someone help me on how to get such toon visuals for a low poly unity game: Aquavias game: https://play.google.com/store/apps/details?id=ua.krou.aqueducts Target style 2: Can I get something like that with the MK toon shader ? https://assetstore.unity.com/packages/vfx/shaders/mk-toon-stylized-shader-178415 Thanks…
As I am totally new in 3D, I did not even realize that Arnold is not the best (and target) solution for rendering models for games. Thanks again! So ideally the pipeline for checking a model would be something like this? - Maya (high and low poly) - Substance Painter - Unreal/Marmoset
meh, this is intentional outrage marketing a couple months before the product is released. Right now the goal is maximum (out)reach, ensuring Brand visibility to get into as many as possible peoples attention spheres. The rage part is used to keep longer in the attention spheres. Outrage marketing is nowadays common. An…
jgreasley, Now that the Foundry seems to be targeting a wider audience and wider industry appeal, one of the biggest hurdles for software like Mari is that its priced to fit in with the money blowing film industry. While a niche audience with a lot of money to blow is one thing, the moment the software branches out of that…
If you go the baking route, and assuming that you are using a realistic rendering style like what is done by default in all modern game engines, it means that the surface detail of the final asset will look just like that of your screenshot. Meaning that you will still have to put in a *lot* of work to get rid of the…
There's a few important things to consider: 1. The bit-depth that you bake your source content at. Generally speaking, it's a good idea to bake at 16 bit so you have a very high quality input for your texture. 2. The bit-depth that you have for your working files in Photoshop, Painter, etc. Extra bit depth is helpful for…