What are some good examples of Steam punk and/or Diesel Punk from games? Ones that had a consistent believable world. To me dishonored and Thief are off branches as they seem more 16-18th century like cities and have magic. And to help my understanding. Diesel Punk is like 1930-45s with futuristic equipment? As in Falloff…
We need a modeler to create 2 small rooms. One is a Hangar and the other is a General's tent. They will need to be low poly with Hi res textures. We NEED FAST TURNAROUND. More work is available after these two. Please have environment examples in your portfolio. Here is an example of the hangar: It needs to be much more…
[ QUOTE ] You might not like the look, but a lot of people aren't fans of huge-eyed school girls with inexplicable cat ears either. That's taste, not technical merit. [/ QUOTE ] I was purposefully avoiding using Anime as a counter example. I think Turner is crap, because "Bad" isn't a style. I'm intollerant of many…
Hello there! Currently i am a student on a Foundation degree in games art and am rather new to these sort of areas, so am asking you for any sort of advice you can give me! For one of my projects i am required to make an asset pack for the unity store to potentially be downloadable for people to use themselves. As of my…
That's my que! As far as your VFX go, you could pretty much omit the Maya fluids examples from your portfolio, as they aren't helping you much. All of them feel like they were simmed at a fairly low resolution. The fire looks alright, though fairly basic. The explosions need more work. They don't have very good motion to…
Thanks for your reply. I meant that MagicaCSG does not include the option to export to FBX yet, for example. I'd love to be able to use the results in a different package, like Blender or ZBrush, to finish it with details, and render it with a different renderer. I love SDF modeling. It's very intuitive and stimulates your…
I would recommend modeling it out with actual brick meshes, if you really need the silhouette to be affected. Most of the time you don't, a good normal map does wonders. Plus you can add individual low-res brick meshes here and there to emphasize edges. Here's an older example that combines two tiled textures, plus a bit…
I have been playing around with Rim Lighting, to get my normals to "pop" more. What is the standard practice to using Rim Light though? I have tried both Diffuse slot Rim light and Emissive slot rim lighting, as I have seen example of both. Has anyone had good results with either examples? And what typically yields the…
We are looking for a 3d artist to assist with creating some 3d buildings for an online interactive map. Check out Disney's map at https://disneyworld.disney.go.com/attractions/magic-kingdom/map/ for an example. You will be working with our graphic designer who is already working on the other areas of the map. Please send…
Modulation blending can help you add contrast, basically using a heightmap to blend textures together. http://wiki.polycount.com/wiki/MultiTexture I have some examples over here from when I was developing in Unity. https://polycount.com/discussion/160691/sketchbook-eric-chadwick/p1 You can also get really fancy with this…