Yeah that movie gave an odd impression for sure but I am talking more about art style the games pretended to be "photo real" starts to give you. Certain detail fatigue you eyes are getting . I blame too much of procedural approach and increased sampling in PBR shaders. Few years ago the shaders looked like what Substance…
Hi, I've created a sculpt, it's my second sculpt on Zbrush I've made to date and I wasn't aware of the correct workflow the software at the time. Which kind of leads me here. But as it's my second sculpt, I don't want to loose all my progress. So here's my issue: Each time I 'Append' a new subtool and move it to the right…
Hey Polycounters, we are currently looking for the support of an FX Artist for our UDK Project Incursion, a coop action hack 'n slay for PC. Below is a video of our prototype which was developed by our team of 13 students within two months. It shows off really basic gameplay and a mostly blocked out environment. Obviously,…
Poops example is correct, but a little simplified. The deformation also highly depends on placement of the joint in the limb and the positions of the vertices like the xcloud example shows. Even a one loop solution can look ok to a certain angle for meshes with very low polycount if you model the loop in a 45 degree angle…
Hi! my name is Roman. I'am concept artist. My skills: create characters, props and architecture concepts. Basic 3d knowledge (Blender, 3DCoat). I have experience in creating architecture in realistic stylistics but the project is under NDA. More artwork: artstation.com/rpaygusov email: artpaygusov@gmail.com
@5rettski Observation and speculation can be informative but sometimes the best way to learn is to actually recreate the effect by starting from first principles. It may be helpful to break this problem down into it's constituent parts then work through solving each of them individually to build up an understanding of the…
The surface continuity got broken too much, hence you see those artifacts. The only way you'll get cleaner smoothed mesh is by adding more supporting edges to help hold its form. I recommend you make circle with 8 or 16 sides. The edges would be spaced out more evenly and it's easier to connect to rectangular outlines as…
This is gonna be kinda text heavy so bear with me pleace So I just started a modular scene based on some concept art that I like. I really like the overall style/look of this hallway. Currently just blocking it out/working out major proportions so I don't have anything that exciting to show. However since it's a fairly…
Hi! I’m the leader of a small dev team starting work on a hero shooter involving the talents from hololive as the playable characters! The gameplay will take inspiration from classics like Overwatch and Valorant, but for the most part will carve its own place in the genre with unique mechanics and a different take on…