Hey everyone! Thanks for checking out my post. My name is Arthur, and I’m a 3D Generalist with 4 years of industry experience, currently available for freelance and contract work. I operate as an individual sole proprietor, managing a fully licensed 3D business based in Brazil. This means I am fully equipped and…
I am a solo game dev that has been building a gun store / gunsmithing simulator in Unreal Engine. I have blocked out the entire layout of the game world and I am still working on the code. What I lack is the skill to create the props, characters, and building art. Plus the hard part of the gunsmith portion, each weapon…
Welcome to the second part of this Procedural Generation aka ProcGen classification series called “Many faces of Procedural Generation” series. To see the previous part click here. In this post I’m going to introduce a new concept: * ProcGen purity: This concept is a scale mainly used to compare the methodology’s…
Hey there! I am trying to export my character to Unity 2021. I am using blender 2.90. My character is so simple like a PS1 character style (similar to doom or whatever) My goal is to create a Main character animation to export to Unity 2021 . But I got some question , to organize my workflow before expand my animations and…
Studio: Atlantis 3D Studios Project: Project: Rialto Type: Profit Share (Core Team) Location: Remote About Us We’re an indie studio dedicated to recreating Renaissance Venice as it was in the late 15th century with engaging and fun gameplay and story to accompany it. As fans of history, and video games, we’re building…
Thanks! That makes sense. For now I’m not trying to make a fully functional live portal to another level. I mainly want to fake the visual depth and make it look closer to the reference. My current setup is pretty simple: * one separate plane/material for the outer ring, * one plane/material for the inner core, * both are…
I just wanted to post another update. I think this is the final scene that I like. I brightened all the colors, added variations in the trees, and tried to use somewhat of a color palette to make my decisions. The fence was changed from before to this nicer more "What you would think a fence would look like" kind of look.…
Artstation: https://www.artstation.com/muqaddasaman Hey Polycounters! Just wrapped up my final MA project — Timeless Epoch — and I’m super excited to share it here. 1. Initial Inspiration The idea for Timeless Epoch began with my fascination for base-building mechanics in V Rising. I was especially intrigued by how…
Project Overview We are building an indie mobile game featuring a stylized, retro-console "segmented puppet" aesthetic. Our character pipeline utilizes a modular customization system where clothing, heads, and gear are modeled as separate, interchangeable assets. We are currently sourcing the master assets for a character…