I like the design most. I hate the small technical fuck-ups in some of the texture maps that are mostly invisible unless I get in really close but *I* know they are there. I also hated having to try and wrestle with Unity to get things to look good. I recruiter encouraged me to try and at least get passingly familiar with…
Hi! By "overall creature shape is a bit too artificial", I meant the rats placement look like a pattern. Combined with the deliberate placement of the other elements, it looks less like an organically grown creature to me. I mean this could be an intentional choice, like the rats just being a very disciplined bunch :) Cool…
I was watching some videos of people playing mods on an RTX 3090 and it looked kind of trippy. It looked like a film but something just felt off. Everything was accurate, at least as far as I could tell, but I couldn't tell why I knew it was CG. But after awhile I came to 3 conclusions. Camera movement, repetition and last…
I'm using unity's metalness/smoothness workflow so i need to invert the roughness exported from toolbag, is there a way to do this without manually inverting the exported map?
Hello Happy New Years! Here at Escape VR Games we create escape rooms in VR. Our new project has us branching out into horror as we utilize the new Focus 3's from HTC. I'll attach the link to our website below if you wanted to check us out. We are looking for artists that already come from a background on VR and has great…
OK, I understand I'm coming across as defensive rather than having an open and listening ear; but it's just the way you say the critiques that make the difference. I'm a sensitive person to begin with, but all of you are telling me to get rid of my portfolio entirely and rather harshly. "Half of your stuff on Artstation…
@Zorina Are you using Unity? I'd suggest getting HDR set up and pushing your direct light intensity up to something like 5, then tone-mapping your scene's exposure down to a balanced level. This will give you nice bright direct light, but also deep shadows. Thanks for your feedback, too. I agree with your idea about more…
Thank you everyone for taking the time to reply. It really means a lot to me. @Noren I might be looking in the wrong places. So far I've only posted looking for work on the Unity forums and the polycount boards. So far most emails I've received have been from the Unity forums. In terms of how fast I am, I think I am at an…
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That's because Dynamesh is based on scale. It generally works best when your model is in the goldilocks zone of the Preview window (which you can get by using the unify deform). It would probably be best to work in a scale that's best for zbrush before setting up the final scale in Max, use a different import/export method…