Take all the following with a grain of salt, but here's my feedback from my short moonlighting career as a lighting artist: Its becoming more common with this generation of game development. It'll probably be even more so in the next generation. It's often not just a 'place and tweak lights' job though, as often you'll be…
In a rare moment where I disagree with Pior, I have to say that is a pretty bad example of lighting and rendering. The shadows are all washed out and uniform, it makes it hard to see exactly what's going on. Looks like a ZBrush screen grab, which in general is not great for showing off modelling skills, unless you spend a…
So ive come across a problem baking 32bit maps in marmoset. Im not 100% sure whats going on but it seems the colour profile of the psds are wrong. The files load in and appear much brighter than normal. Baking 8bit and 16bit is fine. 32bit exr bakes from xnormal for example work fine. examples below, Im hoping its…
We're on the lookout for an experienced UE4 technical artist with prior experience creating convincing water, waterfalls and fire. Must be realistic and have good performance framerates. Here is a decent example showing what we're after: https://youtu.be/wOKxBlk7TPY You'll work remotely with us through Skype Must have…
I am a 2D/3D artist specializing in next gen characters. I can both model and texture using varoius softwares including Mudbox and Photoshop. I am very fast and effienct and available for immediate off-site contracts. Here is an example of my work. As well as my contact info. Email me for prices and availabilty. More…
In an environment art portfolio how important is it to show that you can work modularly? As of now I am building two full scenes and I was then going to hilight some of the more interesting assets. I am of course going to do a few texture and tri breakdowns for these assets. Is it important that I include some examples of…
Hi everyone! Today I want to tell you how I created a highly pligonal model in Zbrush on the example of a hull. Для начала я экспортировал свою модель из Fusion 360 в Zbrush. Next, using the DynaMesh function, I subdivided the mesh to create chamfers and other elements that reveal the history of our hull. I used the Polish…
I'll do that! Yeah, even though it's stylized, I really want to bring some realism back in. I'm aiming the overall look towards this piece. The proportions are less extreme in this example, but the texture work is what I envision.
Cheers Earthquake :) refraction shift and secondary gloss are new to me, I'll probably be able to google how to do that. Are you aware of any examples anywhere where I could actually see the maps that need to be made? (ah wait I see that there is an example scene download. It's just been made inactive here at work, some…
Steven Stahlberg has some wires here, along with an example of the knee deformation. http://www.cgtalk.com/showthread.php?s=&threadid=108412&perpage=20&pagenumber=1 ... but he's using advanced deformation techniques that are not available with most game engines. AND, he's using the model as a subdivision base, not on its…