📢 We’re proud to announce the release of Toolbag 4.04, a free update for all Toolbag 4 users. This update focuses on emulating physical camera qualities to help you capture even more realistic renders. We’ve also updated the rendering backend to the latest API, DirectX 12, boosting ray-tracing quality and overall…
My client provides a professional yet non-corporate environment where every team member’s input and collaboration matters. As Senior Level Designer you will have the opportunity to work with a design team that has already created some of the most popular multiplayer shooters in the world. The Senior Level Designer will…
I need some help with this, this is a map level for Chivalry using UDK, I have been having problems with shadows appearing and disappearing and I am starting to pin it down. It seems that it is regarding composite shadows from light environments. This is what i have in the editor 1: Static light (Channels Static, BSP,…
Hey all! I am a struggling 3d student, on my second year of studying 3d for game art, and I find myself in need of some technical feedback/advice. About a month ago I started work on what would be my second game character ever, and I have now gotten to the texturing process, and am starting be unsure of what exactly I am…
Hi Akshat, Akshay here I genuinely think its looking good but yes you need to refine the use of generator in Substance basically the curvature and Dirt-Generators that you have used. Im terrible with words but let me show you an image and a few techniques I use to polish things. Hope that helps. Dont get stressed just…
Games engines being used for anything other then gaming. Sorry for the title, not sure how you class this? maybe real time rendering...its different to serious games. Anyway whatever :) To kick it off, please chip in with anything you know about. U2 Music video - Ill Go Crazy If I Dont Go Crazy Tonight [vv]5699275[/vv]…
Introduction Hello. This project is a reimaging of a Skyrim alchemy workshop. Goals 1. Faster model production 2. Improve hand painting 3. Improve lighting 4. Create a new portfolio piece Planning 1. Gathering references 2. Basic block out (placement of main pieces only) 3. Create modular/tileable textures 4. Refining…
Hmm, I'm gonna disagree a bit. While your work isn't bad, learning to create game ready characters at a high level is definitely going to take longer than 4 months. Especially if you are looking to create actual folio ready high quality character art. I think if you could do ONE solid piece in that time, you would be doing…
Today i drop this bomb. Some Features : Bake incredible normal maps and target the engine of your choice compatible with GGX and metalness workflow. *** Optimize GGX reflections for Marmot toolbag, or Unreal Engine 4 using engine target presets, and some more support to come for ( maya/stingray, unity, cryengine) ****…
Ok here is what I have. Goods: 1. Interesting so far. 2. Nice environments and future tech. 3. Good music. 4. The hiding behind corners bit works well. 5. Weapons have "pull" to them. Bads. 1. Poor Facial Animation, (can forgive) 2. Buggy Release. Sometimes it freezes when attempting to load levels or load moves. (update…