Hi Polycount! :) It’s been a while. So a while back I posted about being laid off from my last job as a Lead 3D Artist. I am sure I speak for many people here when I say that I really really dislike the job search. I interviewed at many of my “Dream” jobs/studios. But unfortunately I never had a chance to get past the…
Thanks everyone for the kind words and the great questions! Let’s dive in. Working in VR is truly like walking on a razor's edge. It’s a technical hell where every decision must be calculated ten steps ahead. Performance requirements (high resolution across two displays + high frame rates) leave no room for error, and you…
Even more key visuals that we've done for videogames! We are always looking out for more work for our artists. If you need anything 2D done (concept art, key visuals, animation or even merch), just get in touch with us at ohayo@collateralds.com Character artworks for Hiragana: Forbidden Speech Key visual for Kitty Cat…
But once the artwork is upto speed wouldn't they see him as more than a QA/production runner? I currently do QA as a side gig to freelance and it is the only job that gives the flexibility to actually do art on the side. Maybe its because its 3rd party, though not sure what it pays would cover living in LA. I have a…
Here's a simple test I just did(as simple as it gets) But all the elements of your model are very simple primitives and you shouldn't have issues if you follow the few important factors: Smoothing groups based on UV shells/low-poly triangulated/high&low geo matching closely/xform reset/enough padding This was baked in SP…
Informative and I suppose adaptive as well? I'm curious because at the moment leveraging the KitOps addon feature, specifically it's embedded procedural PBR material system too texture raw HS geometry in order to 'previs' conceptual content, primarily via shader channels so yes I'd agree can be bit of a time sink fiddling…
Hey, i am back with another maxscript issue im facing. in Maxscript for sw 3D Studio Max 2016 I am currently trying to build a series of functions to among other things get loop/ring edge "spans" between edge selections or specific edges. The first step in such a function is reliably getting the next edge in the loop/ring…
For the past week I've been trying to figure out a way to get rid of jagged edges from my painted textures. So far I have not succeeded in getting rid of them :( . I've tried subdividing my mesh to a million polies in Zbrush in order to get nice, smooth, crisp, lines and so far it looks good at high polycounts. The problem…
There are lots of things to consider when deciding if the PC can "run unreal" or not. like for starters what size is the screen you are printing to? I mention vista because I dont see you benifiting from teh 64 bits more than if that money was repurposed somewhere else on your PC hardware. certainly XP can "run unreal"…