📢 ENVIRONMENT ARTIST| OPEN TO WORK & PROJECTS 3D Artist specialized in stylized environments and props. I detect mistakes others don’t see, ensuring quality and detail in every project. 🎨 SERVICES * Modelling of high-quality stylized 3D assets with Maya. * Creation of stylized 3D environments in Unreal Engine 5 & Unity. *…
In this context I'd absolutely encourage investigating ways to reduce tiling with small textures as Eric suggests. learning these techniques pays off in all sorts of ways (i recommend mocking it up in photoshop/designer, then figuring out the maths later btw). but That particular example.. not sure I'd recommend it…
To everyone who applied for our role, thank you! We’ve officially wrapped up interviews and found someone we’re excited to move forward with, but we want to pause for a moment to acknowledge you. It means so much that you took the time to share your work, your story, and your interest in what we’re building. We saw so much…
20m seems way excessive to me. How does it work in the viewport for an animator who is trying to animate a specific shot? Can they get interactive feedback and quick playblasts of their work as they refine it? Also how does this complexity affect loading and saving times? Rendering times? CPU and RAM usage? All of these…
🚀 Job Title: Jr, Mid Level & Senior Environment Artist 🌎 Location: Fully remote 💼 Position Type: Full-time 🎮 Company: Glorian Games 🥇 Ideal Candidates: Environment artist with experience in building visually impacting modular environments with standard indsutry practices and techniques in UE5. An individual with strong…
Back a few years ago I used 3DSMax a lot and also used a little Maya. In my opinion, 3DSMax is a better modeling tool that Mya and it is widely used in the game industry. In my team, most artist use 3DSMax. Maya has its strength but they are not on the modeling side of 3D. Personally I made the switch to Blender about 4…
Hi! I've started working on a new environment for my portfolio and encountered a problem with the lighting. Lighting has always been a weak spot in my projects, and I've often heard that it's important to set it physically accurately if the environment is realistic. So, I consulted the Unity cheat sheet and decided to use…