[ QUOTE ] I mean, why spend all that time and money into a generic game when you can try new things and try to be original and innovative [/ QUOTE ] I think this has been discussed often enough, Publishers DON'T WANT original and innovative stuff. Same old stuff with 1-2 original/improved keywords to stand out from the…
Hello, This is my first time posting anything on polycount, let alone my work. This is a project I've been working on over the course of the spring. I have two different versions of the same character basis, one for mobile games, one for next gen. First is the mobile character. And this is the Next Gen version. Currently…
It is just too early to tell it now. A new console generation is always behind the current PC generation (you need several years to plan and design a new console). There are two factors heavily influencing the games on a console. Hardware utilisation and the lowest common denominator. The whole current game generation…
Just in case you're not aware of the current 3D gamedev industry situation: it's not good. Lots of layoffs happened which means you're competing vs. people who have a lot stronger portfolios and most likely more experience. Prop artist role is very rare, Weapons artist role is probably even more rare nowadays and the bar…
Hello everyone :D I've started making a 3D redesign of Storm from Xmen. I'm not really used to the "realistic style" in 3D so I thought that starting a thread could be a way to have some feedbacks and improve it as much as I can :) Last update Here is the concept with some reference images And here is where I am in Zbrush…
Hello
guys. I’ve been developing this Application/s for more than 3 years now so I’ve
decided to try to promote it on Kickstarter. Hope You find it interesting. Any feedback would be appreciated. Basically it
is node-based images, textures and 3D objects generator and editor. It contains
more than 140 nodes Youtube…
Ended up not liking the cards I made in Fibershop as I wasn't able to make them exactly how I wanted (skill issue on my end) and ended up making them in XGen instead and baking them down in XNormals. I made the strands using XGen -> Converted it to geo using Simple Pipe…
So I decide to go ahead and take this to game res. I feel like its in a good a place having had only my own eyes on it till now so I'm hoping to get some final feedback before calling it done. Slight disclaimer; I changed a lot of the polymer to painted metals since having so much plastic was making it rather look dull.…
I'm an environment artist, and I started my professional career during last gen where the asset creation pipeline was pretty straight forward and revolved around the following: - Props with unique diffuse/spec/normal textures, all within 0-1 UV space. - Tileable textures with or without vertex color blends (and blend maps)…
I have a character which had xgen eyebrows and eyelashes. The mesh has about 250 blendshapes for facial animation. I wanted to transfer this to UE4 and I did that by transferring the mesh with blendshapes to UE4. And the xgen hair as alembic. Turns out UE4 doesn't support alembic hair animation (or simulation) if the…