Good day! I am looking for a full-time or part-time/project job as a 3D artist. I have about three years of formal work experience. I can work with the full cycle of character and environment creation (modeling, texturing, animation). Among my key skills is the ability to find solutions in non-standard situations (if they…
Hi ! (sorry for my english, I'm French ^^) I would like to animate four textures on a background (it's an underwater pixels scene material, play on a screen). It works but the four textures seem to lack opacity. when I plug in only one texture, the opacity is normal It's a vending machine (sushi ^^) with underwater scene…
my opinion about the art test is that it seems to not respect your time. If they see your portfolio they understand what quality you can hit currently, and if they want to know your typical workflow process they could spend an hour asking you questions about how you would plan to tackle this. But if you will work for X…
Personally I would got for what you enjoy, not what you feel you should be modelling. If you have a real passion for Urban stuff for example just go with it. nothing worse that modelling stuff you don't enjoy( though it is sometimes necessary i guess)
Hello ! I have a question, i am trying to do a low poly microphone and i was wondering how can i deal with the unwrap of a rounded shape like a microphone net without seeing the seam? Do you have any ideas please ? Let me show you a photo so it's more clear : I've been struggling with this for hours i can't see how to do…
Seems to be also a "challenge" for different renderes.. never directly thought of this.. so thanks @gnoop .. i learnt something (almost) new today.. what you see is not always what you get :wink:
The main issue with Designer it's monstrously inconvenient in its default state and you have to re-do almost everything to be actually useful. You have to master FX -node because it's almost only way to do scale independent anything . Where you could code scale features independent of non-square factor of your textures .…
not really no When you're stood on a 1km square tile at 1m resolution you're handling/rendering a million verts with a static lod in the same scenario on a heightfield with smooth lodding you ditch a shit load of those vertices that's before you consider the other reasons 1: you have to get those meshes to the GPU every…