via artstation or gamesindustry.biz or other sites I follow the various job recruitment posts for CG games related stuff and it seems like the studios in my region ('the UK') are constantly recuriting? the hell is going on? do they take on staff on a 6 month basis then dispose of them or do staff run away, are they just…
Here's a sculpt from a tutorial I followed over the weekend. I feel like I am slowly starting to learn zbrush. Now I just need to improve my artistic abilities. Next month I start my second AnimSchool class `Into to 3D Modeling`. I am looking forward to it.
I'm learning normal map baking i started from some simple objects and i moved on to something more detailed objects i used arnord and i got something like some weird artifacts.. more clear here this one is from substance painter i don't see anywhere here but when i render in maya that happens first i thought it could be…
https://youtu.be/mIe0ApFTmr8 Some people still do trees like that and I think they are better looking than many naive style Speed tree ones that I saw in many games. With noticeable switch into even not multi angle imposters but rather single plane builboard Although I have no idea how the shader is working there. Seems…
I've recently invested in 3dsmax 2015, mostly it's nice but I really cannot stand how the viewport navigation now works. Whenever I alt+Mouse3 the camera seems to pivot around something different and nonsensical Is there a way to set the viewport mouse3 pan and pivot to behave like it did in older versions?
The ancles are too fat, in the "ref" the bat is wearing modified combat boots which are normally tight on the ancles and calves. What you have on the model right now look a bit too much like something a Dragon Ball Z character would wear... I would spend the extra polys and make some proper boots which conform tighter to…
Hi! Don't understand how such a file could be too heavy, it would be a mesh and the two normal maps that should get combined. No high poly or anything like that. In my opinion it would be best do a simplified test anyways. If remember correctly, in UE4 only tangents of UV0 were stored. To use a tangent space normal map…
Hello, we are a small family run miniatures company that need an artist that can sculpt styled props and tilesets. Artist must be able to sculpt in a very stylized manner very much like World of Warcraft and be able to work at a fairly decent rate. We have a Kickstarter going LIVE in a few weeks and need various props…
Unity and Unreal can both get the job done so it really depends on which one you are comfortable with. It sounds like Unreal I would probably go that route. I totally agree with rollin and it seems like you have come to the same realization, keep it small because even the simplest game has a way of turning into something…