@Manta丶 Welcome to Polycount. Consider checking out the forum information and introduction thread. There's also a dedicated modeling thread in the technical talk section. Which has a lot of great examples provided by community members. This is a great place to ask questions and look for answers about how to solve modeling…
Hi! I think in your latest image, the gaps on the ramp look too exaggerated: The width/depth would impact the skating experience (getting stuck?) and visually it breaks up the surface too much. Perhaps thinking of the structure underneath, that the plywood is screwed/nailed to, will help you find a solution. If I had to…
Threewave Software Inc., located in beautiful Yaletown, is the premier video game development studio focused on providing top-notch multiplayer content to the demanding First-Person Shooter (FPS) genre. Threewave has worked on most of the best-selling franchises and brands in the FPS genre including Ids Quake, Epics…
I disagree. Super Mario Bros. and its family of pixelated games have timeless visuals, almost specifically because of the highly constrained technology. It seems like most people feel like early (or even contemporary) 3D game art will somehow be different and become forever obsolete as the new hotness rolls around. But I…
Unreal Engine Developer – Revenue Share Opportunity We are Kick Motion RT Oy, an experienced art outsourcing company now launching our own game development projects. We are seeking a talented Unreal Engine Developer to join our team and help bring Legends of Vica—a groundbreaking RPG with gesture-based magic combat and…
Hi everybody, I have a problem regarding normal maps and shading in Houdini and in Unreal Engine when I bring my HDA. I will try to be as concise and to the point to explain the issue CONTEXT I am making a building generator tool for Unreal Engine, I have created a Houdini HDA and brought that into UE. I modeled some…
How exactly is generative AI used by your service? I couldn't find much in your docs except about using AI for processing NeRF assets? There has been much discussion here (and much consternation, frankly) about the unethical harvesting of datasets used to train generative AI systems. So it would be helpful to hear more…
Any database is bound to get stale quickly, as lots of companies fail out, while lots of other companies start up. You can look around at lists like this: https://polycount.com/categories/outsourcers-looking-for-work which are generally up to date because companies are submitting ads themselves, with the most recent at the…
not really no When you're stood on a 1km square tile at 1m resolution you're handling/rendering a million verts with a static lod in the same scenario on a heightfield with smooth lodding you ditch a shit load of those vertices that's before you consider the other reasons 1: you have to get those meshes to the GPU every…
2048 or 4069 are texture resolutions, texel density is pixels per world unit. The average high end game will support texture resolutions of 4096 or higher, but which resolution makes most sense depends on the asset and use case. Edit: Of course 2048 or 4096 are ultimately just numbers, so maybe I was the one making a wrong…