Hello everyone :) I have been a lurking member of Polycount for around a year now and have finally gotten my act together and got active! I may have met a few of you at the Polycount Meet after Eurogamer this year :) IRL I'm Elle and I live in London currently working as an Art Intern at Soho Productions a Microsoft…
lol If the economy wasn't such a turd, I'd buy another pc. Also I took a peek at your art station and my favorite piece is "Aibocalypto", I remember having a knock-off version of those robot dogs as a kid. Good stuff and nice to meet ya.
Hi everyone 👋 I’ve been working on a small real-time environment inspired by a gothic/occult cave setting, and I’d love some external feedback. This was created as a realistic style piece, with a focus on mood, lighting, and storytelling rather than scale. Tools / Details: • Unity (real-time) • Bakery GPU Lightmapper •…
I'm designing my character for a game for Unreal Engine. Games usually have a big FOV (angle of view), such as 90 degrees typically. I set FOV to 90 in UE, Maya. and ZBrush. The perspective in Unreal Engine and Maya is about the same. But much different in ZBrush - it has much less "fish eye" effect. To demonstrate this, I…
Nice! Welcome to Polycount! And thanks for starting a thread. It’s a bit bland without some nice lighting to bounce off the hair. Also really noisy. What renderer are you using, and can you increase the quality settings a bit? Some rim lighting could help a ton, look up 3-point lighting for ideas. We have some resources on…
Mirroring the thread on reddit a little : http://www.reddit.com/r/DotA2/comments/2ltyy1/let_us_show_valve_that_their_newest_monetization/ I'd like to ask artists here who know firsthand about working in the workshop system, to voice any thoughts and concerns about the workshop in its current state, the pros the cons and…
Good start. Do you have a set of inspirations and references you are using? If so you should post them here, to give us an idea of what you're aiming for. If you don't, then you really need to do this reference-gathering step, before proceeding any further. References as a must-have.
The final project of this semester was focused on recreating an environment from reference, of which I chose a part of the subway environment from Stray. Unlike my previous project related to an environment, there was a clear number of things to do and guidelines for how to set up the scene. The sheer number of items to…
Hi! You would need to use an appropriate shader in order to render an object correctly with an object or world space normal map applied. In the second video you can see that in the Blender material the space of the normal node to "object". Then of course the handedness of the normal map also has to match the software. So a…