Plush is probably not the best choice for (detailed) photo scanning, as the deeper parts between the hair are obscured pretty quickly when you change your position and you'd need a crazy resolution to scan the actual hair. The overall falloff/fresnel effect caused by this might not matter that much, but could still play a…
With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…
UPDATE: Internal mechanical joints and parts complete. (Long post, skip to bottom for TL;DR) Here's Ori with the mechanical parts in place. She has a clockwork gear system setup inside of her torso. The idea is that these gears will animate accordingly. Since that was a major point of the model from stage 1, I somewhat…
We’ve just launched the Open Applications page on the official Project Rialto website. As we continue building our upcoming historical indie game set in Renaissance Venice, we’re opening the door to talented developers, artists, designers, and collaborators who want to be part of something ambitious and meaningful from the…
I had this idea recently. I wont spill the beans on it just yet. It involves a stor that sells hearts to people looking for love "I know its corny" But Im shooting for a minute or so long. I know how I want it to look but im not sure im good enough to pull it off. I want the main character which is a woman to be kind of…
Hello! Some time ago I finished a project and thought I’d make a breakdown of the whole process from start to finish. This is not a detailed tutorial for every step but rather an overview over the process that I hope will help people (especially beginner 3D artists) get a better understanding of how the pipeline works.…
it's just usually part of the texture....something like.... where l & r are seamless to the main texture and seamless to each other and the part above the window is a separate part of the texture sheet or a different texture altogether... it's pretty easy to make as the right is just a partial section of the left side of…
Hey everyone I have been working on my final major project for my Masters in Game arts. Here is how the scene look right now with some of the references i have been using. I am open to any critiques that you guys may have upon the scene. Thank you!! the scene is mostly inspired from the amazing concept art from Marina…
Hello everyone! This is my WIP post for the cs-go skin contest. So firstly, the skin is inspired by the movies "Back to Future" (1985) and "Tron" (1982). The first idea was to have the handle in pink, to give it a crazy look. In the final product, I chose to remove all pink parts and to make those part into a bluish color.…
why not build in chunks and render those chunks individual , for example if your having alot of floaters that are sub divided you can break those apart, and take big chunks that have micro details and bake those off as indivdual pieces. the idea is when building high poly is to think while building it how you can break it…