Those tutorials aren't totally helpful on old stuff. AO isn't necessary if you're doing handheld things, only when you get to source/hl2 spec stuff does it become useful. When doing low poly stuffs, pick a global light source and stick with it; inconsistency is the worst! For metal I find good old dodge and burn on flat…
thx to all [ QUOTE ] My main crits: The pose and camera angle are making her right arm (on our left when looking at the image) seem tiny and not attached at all, I'd maybe try to find a more natural looking pose or camera angle for that. [/ QUOTE ] I really like the pose, but I woke up this mornig and hated the camera…
Just posting some work that I finally completed earlier this year. It sat for many years as a blockout on my hard drive. Due to some down time, I was able to start working on it at the end of last year. Inspired by one of Tor Frick's pieces, as well as work on some of the Alien films I wanted to tackle some science fiction…
Substance Painter 1.1 is out, with a ton of new features and content! To celebrate the end of a fantastic and exciting year for Allegorithmic and this release, Substance Painter and the Substance Indie Pack are both on sale for one day only on Steam and on our website! Thank you all for your support and Happy Holidays! We…
Most of you are I'm sure familiar with SS2 (System Shock 2), but if you are not, here is a link that has some nice screenshots. http://www.saleck.net/creations/gamefixguides/systemshock2mods.php My main questions is as a beginner to texture mapping. What is a good method or workflow to get that exact style of sci-fi…
I feel like this is basically the trading "sharks" trying to step out of their weird money making playground, hoping to break into the more directly profitable workshop side of things. What's funny is that they basically think that Valve is stupid enough to not notice that kind of stuff... Now I am not exactly sure how…
For instance hard surface automotive content e.g. Gran Turismo PS3, their vehicles we're generally 500k tri count so fairly comparable to budgets nowadays mitigating potential efficiency bottlenecks excluding evolving tech, remains fundamentally unchanged i.e. well thought out topology, uv's, LODS...etc As already shared…
Hi! I recommend sharing the references you're using too, so people look at the same source as you. If this is for a game project, I recommend getting this into engine early and frequently checking there while working, using the game camera. Overall it might be worth blocking a play-space out first, then making it pretty.…
I (programmer in Unreal Engine) would like to cooperate to make game asset packs that also have functionality and can be used out of the box by the customers or easy modified and adapted. For the design and modeling of the assets I am looking for a versatile artist that is able to do concept-art and build models in…
To everyone who applied for our role, thank you! We’ve officially wrapped up interviews and found someone we’re excited to move forward with, but we want to pause for a moment to acknowledge you. It means so much that you took the time to share your work, your story, and your interest in what we’re building. We saw so much…