We're hiring (again)! There are many Hybrid/On-site Art positions that we're interested in finding, please see Sperasoft's website in the Careers section for the full information and qualifications (https://apply.workable.com/sperasoft/). Some examples below: VFX Artist - Warsaw / Belgrade Lighting Artist (Senior) - Warsaw…
There seems to be a lot about the details ( C-shaped connector.. so he looses the shoulder pas in battle or does his shoulder "carry" a a secret).. but about what for example his skin ? Is it more soft or somekind of hard and "crusty" (later in the callout it's only... grey.. so i guess "soft").. his hand seems to be only…
I'm in the process of rendering out some pieces for my first portfolio and wondering what is the best way to display props. Anyone have some links to kick-ass prop portfolios?
Roughness Definition I think one thing that could be improved is the overall roughness value of the metal. Most examples that I found on artstation have a higher roughness value. That way the scractches that have a significantly lower roughness value pop more. Basically a higher contrast between your roughness details…
Updated again, adding in ambient occlusion texture support. There isn't an example of ambient occlusion included. was testing with a model included as an example in xnormal. Once again the links are: Full Update including examples Just the Executable Edit: If anyone would like to include examples, feel free to email me at…
Hey everyone! Thanks for checking out my post. My name is Arthur, and I’m a 3D Generalist with 4 years of industry experience, currently available for freelance and contract work. I operate as an individual sole proprietor, managing a fully licensed 3D business based in Brazil. This means I am fully equipped and…
After seeing some posts asking about UE4 and udims, I decided to make some material functions and material templates for those people who would like to use this technique in their favorite game engine... Download here: https://www.dropbox.com/s/zzn7eb59i6b5q15/Udim.zip?dl=0 The collection contains: - 4 material functions -…
Saw this elsewhere, some amazing work with palette cycling from the early 1990's. http://www.effectgames.com/demos/canvascycle/ I remember seeing this back around the time it was made and being amazed by it. It's amazing what you can do with limited colors. Someone also pointed out how Bungie used palette cycling for…
Rotating the mesh components doesn't necessarily have the same effect as rotating the normal map or the UV islands. If it did then tangent space normal maps wouldn't work on anything other than static objects because in-game meshes are often required to deform and rotate. The assumption that the UV islands and normal map…