Hi, i am looking for a level designer for our open world VR sci-fi game ( style between Star Wars and Fallout ) to join our small indie studio. This is a freelance remote position. Ideally full-time or part-time. Some of the following skills would be ideal for the job: -Few years of experience working with Unity3D. lights,…
On both of my monitors I can see very little. It is almost entirely black. It might be worthwhile to work with the scene in grayscale and find a value range that makes for a distinct foreground, midground, and background. Just because it is night doesn't mean has to be pitch black. A full moon reflects a lot of light. As…
I'm part of the team over at the MMut mod for UT2004 and we would like to hear from anyone who could join the team and make some MegaMan related models (character and static meshes from the various series. We already have a small sample of models in the form of classic MegaMan (NES version), Zero (MMZero games) and A…
First of all...are you working off of a concept? I cant determine whats wrong until we see what you are trying to achieve. Otherwise I like it..Looks like a mini MEGAMAN?!! IMO..
"would a 3D modelling software be sufficient?" Your post is filled with references to 3d modeling software and fancy hardware ; yet your target seems to be more along the lines of movie shots. Just because Unreal allows you to make a full 3d scene doesn't mean that you have to. Similarly, just because Megascans allows you…
This could be what is holding you back from getting a job. I have a hard time believing any studio would hire a junior level artist who wasn't also great with modeling and texturing. Set dressing and lighting are only part of the job. You're obviously good at set dressing and lighting, but there is a big weakness in your…
I'm not so much concerned with "laws" as I am with end results. The "laws" are more like guidelines. If you know how they function, you can bend the laws to get the results you want. My understanding of PBR is that the albedo generated from Megascans assets is actually very accurate - the lack of shadow information (which…
Maybe go the Megaman route and make the face like a realistically drawn tough guy with a big facial expression? :P (although still retaining a blocky shape, of course) Really great stuff, love the different textures.
A uniform Texel Density is not always the best choice. Look from the "Player" view. When you can kiss the wall, the wall needs higher density than a roof you never can visit. Its nice to have "playable" Blockout for this for optimation. (Unreal5 has extra Viewport Modus for Texel Density) Increase the minimum view distance…
What's the final rendering setup you want to end up in? Is it meant to be a playable (or portfolio) level in a game engine? Or are you rendering stills out of Zbrush or another DCC? If it's a game engine, modular cliffs are still the best bet. Hidden geo where it penetrates the height-map terrain, or other modular pieces,…