Hello, I am modeling a rock formation that I want to seamlessly flow with the base of some castle walls. Here is an example from my test, I modeled the terrain part in Zbrush as a separate piece from the walls. I used Zbrush's Live Boolean feature to cut it so that the sculpt would not go through the walls of the castle. I…
Hi Polycounters! This is the thread for our Team (Black Pixel) with me Michel (Nkuindjart) and Emmanuel (Afrographiste). We are both graduated in Game Art a year ago. we are passionate about completing this project because of fun and challenging it will be. After some days of running ideas and sketching concept, we focus…
2D/3D Pixel Artist RESPONSIBILITIES · Work with an internal art team day-to-day · Work with Art Leads and Producers to meet
deadlines · Actively accepts direction from the art dept.
leadership · Ability and willingness to work with the
various disciplines to ensure consistency between vision and implementation of
all art…
Edit: Sorry all! We filled the position Hey there! We're working on a fun project that plays, in places, with retro art styles. I've developed an art style that's somewhat interesting, but I need a concept artist to: * Explore how we can take it from "kinda cool" to "wow!" * Assist in sketching out new areas to play with…
In Hell ! Practicing simple hand drawn pixel art fire effects. 🔥🔥🔥 #pixelart #pixelartist #pixelanimation #Animation #animator #2danimation #Flames #fires #Hell #hands pic.twitter.com/PDWd9o6yEW— WreckCre8 (OPEN FOR COMMISSION) (@WreckCre8) July 7, 2020 " title="Link: In Hell ! Practicing simple hand drawn pixel art fire…
I've noticed that UE4 doesn't allow one to access the light direction vector when creating a pixel shader in the material editor. I understand that we are now in the age of physically-based rendering, but I find this limitation to be quite problematic. I cannot, for instance, recreate the HeidrichSeidel anisotropic…
(Edit: sorry for wall of text..kinda solved my problem in a way by using various other filters...i'll still like to know what is the "most efficient" filter type for 3ds max's renderer tho) i know this is a seriously minor and extremely retarded question but....does anyone know why my RTT causes these minor pixel…
Maya's UV window is resolution independent, so there is no way to just set it to 256 pixels. What you can do though is a little bit of math to figure out where to put the grid lines. Take your snap size and divide it by the total texture size. For example if you have a 2048 map, and want lines every 256 pixels do 256 /…
Hi all! I hope you can help me with this issue that I was banging my head against for most of yesterday... I have a Niagara particle system in my scene which has a couple of texture samples in it. It looks great in editor, however when I create a package using the Windows x64 profile settings, the texture samples seem to…
Hi! Thank you for clicking on this post! I'm a new game developer looking to get into making some games (which I'm serious about). I've mainly been playing around for the past year or so, making unfinished games as a learning experience and I'm now ready to get serious and devote my time to a game that I will finish and…