Hi everyone, We are looking for a first-person weapon animator/rigger for our tactical FPS project, built in s&box / Source 2. We will provide: * weapon model * already rigged first-person arms * textures/materials (if requested) * reference examples for weapon positioning and animation style (if requested) The weapon…
Thanks for the feedback and the great references, really appreciate it. @Eric Chadwick =) You’re right about the mid-level shapes feeling a bit blobby, I went back in and focused on cleaning up the forms, defining planes more clearly, and adding sharper breaks between layers. Also pushed the silhouettes a bit more and…
Ah great you decided on that concept! It's gonna be a ton of fun : D I'm doing this in Cryengine again... don't know how it'll hold up with the hand painted textures. Anyway I took some time to get a basic blockout in engine after a brief analysis of the scene. Will make an other pass at it today and then start working on…
I think the whole room could benefit from the roof being lowered down a few feet tbh. The curved wall also looks a bit high. edit: Looking at it now too, the ceiling is a bit too rough. I'll make a smoother material for that section, give it a bit of variation from the rest of the concrete around the room too. Still needs…
Project: Wormheart: Tale of the Outsiders Engine: Godot 4 (Forward+ Renderer) 3D Compensation: Royalties during prototype and then paid roles after funding! Team Size: 25 (and counting*) My Role: Lead Artist / Creative Director We’re expanding our team for the vertical slice prototype of our high‑dark‑fantasy CRPG,…
Good evening. My throne room or Shadows of Despair consist of bio-luminescent plants that put out a depressing glow and a epic fire chard tree wrapped in living vines. The epic chard tree is in the center and all branches come from the throne it'self. Furthermore the huge deed tree (It's wrap in vines the tree itself is…
Thanks for the thoughtful feedback, I really appreciate you taking the time. :) I took your advice and reduced the scope quite a bit. Originally I planned for three rooms, but after stepping back and asking myself “does this space really serve a purpose?”, the smallest room didn’t justify its existence. Removing it helped…
I think that's maybe a bit too much dirt. It's also making it obvious that you've squashed/stretched the plaster texture on the different-sized areas, which looks kinda weird and fake. Like I say, offset the UVs (this applies to the stone, like I said earlier, and the plaster too) so that the textures aren't so obviously…
the house isnt layed out logically really. given that you're phototexturing it i figure you'd want it to look right. Basically, you've made something that has the layout/fills the purpouse of something like a log cabin but built full-fledged house components onto it. For example the roof is more of a complex setup which…