Unreal engine 4. A coop online first-person puzzle game. Players need to collaborate in these situations to overcome the puzzles! Really exciting project with great capacity. We have a good scope and we are not one of those teams who have big goals and never finish because if unreasonable scope!! We are a very dedicated…
Hello everyone, I’m currently developing a narrative-driven sci-fi exploration game set in a mysterious abandoned world. The project focuses on atmosphere, environmental storytelling and monumental alien architecture. I'm looking for a concept artist to create 3–5 key environment concepts for the project's pitch deck.…
Hi everyone! I currently have a team (2 programmers including me, and 1 audio member) that is working on creating a clone of Overcooked to bolster our portfolios. We followed CodeMonkey's tutorials and pretty much have the code and audio done, but we would love to have a 3D artist on board that could reskin the graphics or…
mmm, well I've had lights breaking when trying to use the mats customize utility to setup a scene once or twice, if that could never happen that would be great, it used to also get "lost" behind that preview sphere (you could click) to put the light behind the object, which kind sucked the 1st few times. Forget why i had…
Teeth are too small. You have 2x as many teeth in the mouth as the concept. Needs more polygon loops in certain areas like the ankle cuff in the pants to get a nice thin crease. I suggest going into sculpt mode and adding wrinkles to the pants.
I'm still getting into the optimization of Normal maps, I might be stretching them too much, in design and/or in sculpting. Let me know what you think. I may post the Maya renders over the weekend. -my mesh separated on all of the edge-loops when last imported, so if you have EVER seen that before, let me know. Here are…
I can see the edge loops on my end, barley though. Have you tried changing the colour of the background and/or the edges colour in Options> Preferences?
Another thing that could help with those "seams" is to add an extra edge loop to make the really long quads half as long. normalmaps no likey long polygons.
I’m excited to share my latest environment art project: a post-apocalyptic classroom workshop, created in Unreal Engine 5. Watch the Video: https://youtu.be/Uy470_QVEfc Breakdown: https://youtu.be/0OPbNM3nmbw Modeling was done in blender and texturing was done in Painter. I also used Quixel Mixer to blend materials.…