I'm VFX supervising multiple commercials that require environments to be created within Unreal Engine. We will be using LED screens to show the Unreal environments. We are looking for freelance artists to create these environments. Some of the environments that are required are Iceland, Desert, Forest, and a Tropical…
Hi everyone ! i have as project to create an inspired level of the summer forest from Spyro: Ripto's Rage I make this project in order to improve my techniques and to learn Unreal engine. So any comment critics and advises are welcome. Here is my actual progress : Spyro : This is my lowpoly spyro model, i am actually…
Hey Everyone, I am excited to share some work I was responsible for in FEAR 3, and as its my first published title, I am even more eager to share my work with you all as it is the Polycount community that really helped me push my way into a career. Cheers! There were two major levels I was responsible for, mainly the…
A new Lifetime series Witches of East End branded the entire Columbus Circle station in New York City equipped with a 3x3 array of flatscreen's showcasing a giant motion driven eyeball to promote the new series. Once you stopped, the eyeball gazes on you and the pupil explodes into an epic fly-through "dream sequence",…
Looking 4 CGI artist talented in custom skins - Particularly for the VRchat wireframe rig/poly count art style. I have a male character design, with forest glowing eyes & white hair... An exact seed wizard of an exact function. Zen Design - Source Mastery & powerful features, a dome shaped face like a bullet, like a man…
I'm support main and Nami is one of my favourite champion. :) As a skin collector I'd love to see a new Nami skin! It will be Elderwood Nami spashart but I want to design her look before making final art. My idea is inspired by other Elderwood skins in League of Legends. I love the magical forest feeling in them. Also,…
I don't think its right to see polycount as the Continental Hotel from John Wick. As artists we risk ending up in bubbles and echo chambers ourselves if we choose not to see the forest for the trees. For instance, here on polycount we have a high standard placed on character art which is seen as a pre-requisite to gain…
As for how I would do it, I think I would block out the level with plain boxes, worrying about making the level fun to play and have a good pace -- this means that you already have a game engine with actors and props that you can play with. Only after this 'blueprint' is done would I worry about creating the level assets.…
Some more progress. I was recently on holiday in Greece and I want to include some things that stuck on to me. For example the thyme (the pink/purple flower) it was absolutely everywhere and fortunately in the "boy and the kite" demo the already is a similar plant, so I might just tweak the color and leave it as it is…
Hi Mark, Martin and I feel that its too back heavy and would fall back. Its also covered in detail so its hard to see the form. "can't see the forest for the trees" One way to get around this....maybe...... when or if you turn it into a showreel piece you could make it all arty farty like Alex Roman's work. Just a thought…