Level artist is responsible for the graphical content of one or several basic game levels and must ensure that their work can be successfully integrated, taking the technological limits and artistic direction into account. Responsibilities: * Become familiar with game design documents so as to know the environments,…
Final Screenshots (see post on page 3) (Many of the image-link in this post are broken, have a look at my website for a complete breakdown of the scene) http://oskarselin.com/forest.html (original post) Project Overview Hello fellow polycount users! In this thread I will share my progress on a forest scene I’m currently…
I can see that, I'll try and experiment more with my post processing material to see if I can get it to a sweet spot. Thank you sm for the feedback, it helped a lot!
Day 6 Progress are slow, but at least steady. Want to know why i'm slowing down my progress? Because i'm still trying to learn Substance Designer. I'm not complaining, but i find it really hard to understand how to be creative with the software when i don't know what half of the nodes do. Oh well, at least i finally…
Update #5 - Beta Submission - House of Visions - Cinematic Trailer - (Work in Progress) - Hello viewers, Here is my outdoor environment I am currently doing for university. It's work in progress but hopefully, I will be able to make more progress on it soon. https://vimeo.com/527802491 Thanks for viewing my short update,…
Well, I've been looking into some of the formatting things. Why does the post editor not look like the eventual post? * Vanilla has hard-coded the editor styling into the html, so I can't override it with CSS. Changing this will be expensive, but we might do it anyway. Pending. Can we change the editor to HTML mode, or to…
Hi everyone! I wanted to let you know about Species and welcome you to join our mailing list! Species is a framework for building digital 3d characters. Its distinguishing feature is that this system unifies the processes of modeling and rigging into an incredibly innovative 3d character workflow. You may have heard of us…
"For me, texturing and sculpting can be especially draining, and sometimes the retopo/UV/baking combo (even with RizomUV or Marmoset) ends up eating way more time than I’d like. It often feels like I’m fighting the process instead of moving forward." Well, all of this is self-imposed really. Nothing forces you to work on…
Industrial & super technical designs became a bit repetitive for me so i tried on new idea of making a weapon that bear a style of clean, futuristic aesthetic. Something that resemble the style of Mirror Edge, something that lean mostly on the look instead of the technical accuracy. The theme i chose is a far future where…