About the Project A browser-based 3D social platform where communities hang out in shared virtual worlds using customizable avatars. Think of it as a cozy, low-poly metaverse rendered entirely in the browser with Three.js. What We Need We're looking for a 3D environment and character artist to create: Avatar Base Model &…
It sounds a bit like the overabundance of tools at your disposal is getting in the way of you getting things done ... First off, just because some modelers do manage to improvise highpoly models on the fly using their toolset of choice (be it Subdiv, CAD, voxel sculpting or anything else really) doesn't mean that doing so…
Is your rust on a separate layer in Photoshop? if so, it should be easy to lower the spec relative to the paint, and generate a normal map - both these things will really help sell it I think :) what I like to do is have a base layer of rust in my photoshop file, and mask it out accordingly using scatter brushes and shapes…
Hey guys, looooooong time polycounter. Just curious if any of the old dogs from the Milkshape 3D forums are still kicking around? I started 3D modeling back in 1997 on Milkshape 3D and Gimp. Just curious whose still at it is all. The floor is open!
since I am almost completely fubar'd from allergies, after I mow in the morning I am socking it in and just gonna drink beer and watch the NFL draft tomorrow. was just curious if anyone else here makes it an event like I do. any fantasy football players or just NFL nuts? no responses means no I guess
Hey guys! i'm currently making a 3d scene involving some pirate ships and a large ocean in it for the render, so i'm confused about which software is the best for rendering and simulating oceans and particle systems, and also the best one for exporting the mesh back to my render software. So i wanted to know, according to…
I've seem to hit a rut. I've checked out Epic's particle tutorials, which were really neat and I tried to get a sand dust particle going but utterly failed. I want to have some random sand dust particles whooshing on the ground or something to make the scene have more dust-ness in the air. Appreciate any help or assistance…
Sorry, we are no longer accepting applications for this role. _______________________________ Hey there. We're Feel Free Games, the indie team behind Luma Island. Our next game will be very different but we can’t reveal what it’s about in public yet. To help bring it to life in Unity, we're looking for a super talented VFX…
Mike Pickton, who does some excellent Youtube videos that break down technical concepts into easily understandable concepts for artists, and has some criminally low view counts, has made an excellent video about how modern game engines render scenes and what a laymen artist can do to their workflow and assets for…
I feel the synthetic feel in games and 3D in general has two main causes: - Lack of technical capacity of engine (or performance and time constraints when authoring) Engines are very good at displaying an staggering amount of tris now, have better lighting solutions, high resolution textures and more. Yet as pointed out…