We Are looking for colaboratos! Join the Weird Forge Studio Team Founded in December 2022, Weird Forge is an independent studio from Spain born from the ambition to create a deep strategy experience for seasoned players. We are currently immersed in the development of our first major project: a Dark Fantasy PVP Turn-Based…
I build Blender tools with a focus on automation and production speed, primarily for game art workflows. Before deciding what to build next, I want to hear directly from people who use Blender seriously and run into the same problems over and over—the kind where you think “this should not be manual in 2026.” I’m not…
without pics is hard to help you out, there are lots of variables on how a bake is turning bad. take a look at this thread and read every reply : http://www.polycount.com/forum/showthread.php?t=81154
Hi Everyone, I've been super-busy, but I did create a new production bed to share with you all...it's really fun: "THE DIXIELAND BAND" You'll find it here: https://soundimage.org/jazz-big-band/ As always, it's 100% free to use in your projects with attribution, just like my thousands of other music tracks, sounds and…
Hi all, So after looking for inspirational 3D via google image search. I often find images where i instantly see the difference between bad to good 3D models. Part of me know why some look better then other. It is really easy when it comes to everyday things (Humans, animal, buildings etc etc.). But when it comes to…
TLDR: Your stuff is too clean and lacks a soul. Ideally you want to create art (for games anyway) that doesn't look like it's a render from a corporate catalog. Example: Your problem isn't so much the models, but the materials/lighitng/composition of your scenes. Most models for games and environments (yes those that…
Hello all, this is my first ever post to polycount. I've been training myself in my free time for a year now. It took me a while but I'm starting to get the hang of it. I saw a job posting on a company's website and they publicly opened an art test. It was a medical bay equipment and a handheld equipment. After completing…
Thank you guys, it turned out somehow like this. I'll take a closer look at everything you've offered me (unfortunately, I've been working on it for the last few days) and explore the possibilities of optimized texturing. At the moment, each such 'module' contains a separate unique material plus decals. The result,…