Hello everyone, I'm quite new to the whole texturing world (Even though I have worked on games a lot in the past, but never for textures) So Now my goal is to stop this irrational fear of textures and make them while improving my skills. Here are my latest attempts at rock face textures, as well as a shader i built in…
SSVR (VR Game Studio) is looking for several freelance Character Animators. -Create and maintain animations for real-time using Houdini.-Implement animation assets into Unity. -Work with technical lead in completing animations in a timely manner.-Knowledge of traditional animation principles.-Work with character art team…
This is the result of an art test I just completed today. I was to create a scene where a house is in a clearing in the woods, at dusk, with sunbeams shining through the trees. The test specified not to create any of the models myself, but to use assets I've downloaded. I mainly used the Unity Asset store, but also…
Hi folks been lurking a long time here , so this is my first post of my own stuff. I know there are a lot of barrels out there but i still thought i could make one too. So this what i have got right now. the screenshots were taken in unity and im using a similar shader like the team fortress one which i found at the unity…
Hello, I'm currently looking for a full time and/or contract opportunity. Preferably in my area (San Francisco, CA), but all my job experience is remotely. I can work any hours you need (Be it 6 pm or 6 am). Highly suggest you look over my portfolio over at www.kevincastaneda.com Contact : Colorblindsequence@gmail.com Here…
Hi, I'm having a problem with my CG tessellation and displacement shader. I'm doing this in unity but I'm not sure this is related to unity. To make it short. I use the diffuse texture alpha chanel as my displacement source. I set it to 128. I calculate displacement like that (DisplacementCenter = 0.5f) float vHeight =…
We're looking for an experienced UI artist to build (and help design) a Unity-based interface for-use on many platforms, from PC to mobile. The work starts right-away after payment and terms are settled. Must have experience with UI art reflected in a portfolio and the time to dive in to the art needed for this startup…
About The Studio: 2 Old Men Studios is a passionate team that is always looking to bring in quality new talent. Despite the studios name there are far more than 2 members and none of us would class ourselves as old. We are however a studio, so we at least tick one of the boxes of our name. The goal of 2 Old Men Studios…
Q: I'm struggling to understand why AO needs to be it's own map in modern renderers. A: It doesn't need to be. There is no hard rule that says you have to do it this one way. Depends on the project needs. Q: Is it only relevant for baked lighting in Unity/UE? A: It's commonly used to simulate ambient occlusion. Again, no…
You could try beveling. Just offset the center to 1 or -1 to preserve the initial edge range, and switch it over to use SI units instead of being relative. I don't think the width ends up being completely the same, but to the naked eye it looks pretty close. I also wouldn't be surprised if this would be simple to set up in…