Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
Hello everyone I'm DT, I am Creative CG artist, and this will be my first contest submission, and for that i'm going to took you guys trough the overall process of creating Zane my main character design in Cartamania, you will find a small trailer in my Topic, for the other character design in the trailer they have the…
Nice! Here's some crit; 1) The corners of the hexagons all touch in your reference, but in your material, they're separated. You probably want to reduce the size of the bevel. 2) I'd reduce the height of the bricks. 3) Your material needs more colour variation, unless they're meant to be new. Notice on your reference the…
Thanks for the markup, JadeEyePanda. I was thinking whether or not to cut in the area you've portrayed, or just define the jawline by cutting the area beyond it, so I went ahead and did the latter. If it wasn't the latter, and I have pictures for it if you want to see the end result of cutting it in, the outline of the…
OK, quick run down of the last month on this gun. 1) I stopped for a few days to do extensive research on normal maps. In the meantime I posted this: http://www.polycount.com/forum/showthread.php?t=133049 2) My PC problems continued, resulting in multiple trips to the "shop" which halted work for a while. 3) I started a…
Speaking as someone who made the jump from QA to art, I would not recommend this path to anyone. If I could go back in time, I would have spent all that time 100% focused on studying art. If you QA at a big company like Sony or EA, you will almost certainly have ZERO developer contact. In fact, you can actually get in…
Okay: Yes it does apply to all 3D programs but No they don't all work the same way. The order of the transformations differ from software to software, as do the vector directions. E.g. Max is Z up, Maya is Y up, what do you expect to happen to a model with a value of Z when it's imported into Maya? As I mentioned earlier…
This is pure polygon modeling. The 'dreaded' n-gon, and what you might have heard pertains to sub-divisional modeling. Quad based sub-d has long been drummed into peoples' heads. The reason is that they perform more predictably(mathematically) when ran through the smoothing algorithm. Tris and n-gons still subdivide to…
Yep, really follow this advice. I spent 6 months working on the guy in my portfolio. I ran into so many fucking problems that sometimes would take a week to solve. I had no set time limit (although I was keeping a track of my weekly hours with procrastitracker). Speaking of which, now that we're back to a motivation…
I can understand the frustration. I spent 6 years in uni, 2 studying computer science, 4 studying film studies but focused on electronic arts and entertainment. 6 years basically being taught by people who had a collective total of 2 months of industry experience and no clue on how to actually land a job and this was at…