After encounter this fridge in a supermarket I make a block concept for this model and it took me a few months before I went back and finished the game ready version. The final version has 22k tris(Without the cans and bottles) completely modeled on Blender, baked with Marmoset Toolbag, textured with Susbtance Painter and…
NVM This isn't new as I thought. Already been a thing as evidenced by another topic here https://polycount.com/discussion/226667/art-recruiting-email-scam So I randomly started getting job offers from some fairly prominent studios. Saying they wanted to interview me for a job position. Then they take you and do a text only…
Hey there! there is this script called Zen Tools, which allows you to distribute Verts on a curve. But unfortunately Zen tools is discontinued... so you cant run it in Maya 2022 for example. Is there any other script that can do that in maya? Here you can see in action what im talking about (around minute 4:00)…
Hi! I recently posted this topic which has been quite solved already (https://polycount.com/discussion/226562/displacement-seams-gaps#latest) about displacement map visible gaps. But my mesh is also marking on some edges regions, which have nothing to do with the seams anymore, they do not coincide. Here are two of these…
Hello, polycount. I am an aspiring realtime character artist and working on my portfolio piece. Right now, I just finished retopoing the whole character, ended up with around 225k tris including haircards. My question is how many tris are acceptable for a portfolio piece? I did the retopo using quadraw and it took me more…
Welcome to the 'Retro 3D FAQ', a thread dedicated to sharing information about the creation of 3D art for game consoles made before the age of programmable pixel shaders. If you enjoy the look of 3D games from the 90's and early 2000's, and would like to learn how to make such art yourself, this is the thread for you! :)…
Depends on the technical restraints of the game and on the art direction. If assets need to fit a specific specialized style, and need to have very few draw calls, then baking them into unique sheets might make the most sense. Another example using modular design and layered shaders together to excellent effect:…
I think this is a really good read. As this topic pops up here from time to time in some form or another. https://www.theverge.com/22382473/game-industry-layoffs-immigrant-developers-visa-deportation Also to shed some light on the not-from-the-right-country factor that I think is important to understand. Especially for…
Incryption is a indie game I did a lot of artwork for. It is not yet released but I'm already allowed to share a good chunk of the many assets I was responsible for, this includes items and characters and some other weird things. Inscryption is a game that blends roguelike deckbuilding, Myst inspired escape room puzzles…
Hello! I have a problem with gradient from procedural layers. It doesn't work. When I am creating this layer I have an ERROR (Error: CPR ERROR: 000|#include <metal_stdlib> ). Marmoset Toolbag 4 v.4.02 (4020), macOS Big Sur 11.2.3 Message from console when I am creating procedural gradient: CPR ERROR: Compilation failed:…