FX ARTIST nFusion Interactive is seeking an FX ARTIST a multi-platform NextGen title with a major publisher. Applicant must be able to take an effect from concept to integration using third party software. Applicant should be a creative, organized, individual with a positive attitude that can create a wide stylistic range…
Hello to all! I am a 3D Artist looking for work, preferably in a creature/ character artist position to any studio or group looking to add a high energy, positive member to your roster. However I am open to freelance work as well. To any Recruiters out there, I am currently located in the Austin, TX area but I am willing…
Hey guys n' girls. I've just landed a new fulltime gig as a 3D generalist which will be starting in a few days. I'm pretty confident that I can do the job, but up till now I've always worked as a freelance artist (and this job kinda came out of nowhere). Now Im just not sure what to expect for the most part, so I was…
Me and a co-developer are n the process of learning how to make a stylized 3D game close to the realms of remakes of Zelda wind waker and Spyro. Other art references comes from crash bandicoot and sky. I just don't know what the next step is from block-out level to actual design in terms of workflow. It has been bothering…
@gnoop, I am working in speedtree currently and got decent results making use of the lighting settings tab. Below screenshot is in unreal. Overall the lighting is decently soft looking, without the hard contrasting shadows. My material is albedo/opacity and SSS only. The SSS texture I bumped up brightness just a touch. In…
I'm expecting AI assets will be total shite but maybe they could be useful in prototyping game levels; say you wanted a crashed rocket somewhere or blocking out a city with AI gen houses n stuff. Instead of having to search the entire web for whatever you need, just type in a prompt to get your placeholders. If I have to…
Well done on the prop! In the future try to avoid N-Gons, it's good practice to make your mesh have only triangles and quads, especially for games. Secondly, your textures are fine but they seem too proceedural. Try to break up the edge damage (like multiply a grunge over it). You don't usually get mud on a camera like in…
i think you only need to think in term of output. what you need in the end is - a low poly model with clean topology and uv - a very high poly sculpt with lot of fine detail. - your baked map of albedo / roughness / N / P / height / AO ..... How you get this is your choice, there are no better way than other, it's a matter…
LoL sure use a high to low workflow thats clear. Hard to make out if they use normals + diffuse or diffuse only with higher polycount but likely diffuse only as you said, yes (As I thought both use normals, that would have implied Dota2 uses normals too - aka what I said) Dota2 uses normal / spec / fresnel etc the full…
"Through all my reading, I generally find conflicting information about triangles and N-gons and effective ways to approach/include these in game-ready meshes." Don't read - study. Look around online to find model rips taken from existing games, and study the way they are built in detail (you'll find great resources on the…