I WANT YOU …TO HELP ON OUTSHAFT! Progress on the game is going great, but we have insufficient staff to make work easier and not have the workload rely on only seven people! We need Spriters for the characters and objects, a 3D Modeler for environments and more people/artists to help with concepts. Some of the requirements…
Monomi Park is seeking a talented 3D Environment Artist to join our team! This is a full-time position on-site in our San Mateo, California office. Contract and remote work offers are not accepted. We’re looking for a 3D Environment Artist to join development of our hit game, Slime Rancher, as well as the exciting games we…
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I've recently finished a very large update for this asset, so I'm trying to draw in some attention to it. I'd love to be able to get some feedback on it. So far it's gone thoroughly unnoticed. Asset Store This asset includes eight stone models, each with highly optimized meshes averaging only 100 triangles, and over 80…
Hello all, I'm currently looking to try and break into a game industry studio again and was wondering if you guys would be so kind as to give some feedback on my portfolio site. I'd prefer to do environment art although right now it's pretty general. Online Portfolio link: www.anthonyrussello.com I currently have two…
Hi everyone, I'm creating a game asset that includes a bulb. My question is: should I make the bulb double-sided in both the high-poly and low-poly models?
It really isn't about me getting burned, like I've stated all along I've had positive and negative experiences from the FT/PT and Freelance work forums and they serve a purpose, nobody is debating that. All I've ever aimed to do is bring to light the potential for exploitive behaviour specifically in relation to the way…
- I really like your scorpion dude. It'd be good to see the poly count in the description. I'd render with a different colour than a blue background, because 3 images of a blue character in front of a blue background gets a bit hard on the eyes. I'd use the full body image of him on the main page, because 5/6 of your main…
Thanks again for the feedback. I have a few questions to you all, claiming that our image quality is not that good. What is so bad about it? Our photos are taken in very optimal light conditions, meaning there is almost non direct light hitting the surface when we take the photos, resulting in very little shadow and mostly…
You should include the specular map too. It's important because it defines mostly what kind of material is reflecting light. I would also bake an ambient occlusion map to add more depth on the scene. Don't forget to include wireframe and texture sheet so people can give you more efficient feedback on the modeling! ;)