THE PROJECT INT is a 3D Sci-fi RPG with a strong emphasis on story, role playing, and innovative RPG features such as randomized companions. The focus is on the journey through a war-torn world with fast-paced combat against hordes of enemies. The player must accomplish quests like a traditional RPG, complete objectives,…
Hello guys, just like the title says, we are looking for a skilled and motivated 3D Character Artist to support our Team. Let me give you a short overview about "Myths and Mazes".To describe the Game in terms of genre it would be Action/Adventure/Horror. It will be a First Person, Team based, online multiplayer game. The…
im a recent graduate and im applying for my first position as an art intern, i've not had to write a cover letter before so i imagine im pretty off with this. this is the guide on the application "outline your motivation for an internship at Rare and any work experience you may have. Please also state where you heard about…
Hey there, been meaning to make a progress thread for a while, but I've decided today's the day. A brief blurb, Sky Command is an Advanced Games (thesis) Project at USC that I am leading (and the main artist for). The game is set in a grungy sci fi world, where two players steal an airship and have to escape through enemy…
Hey Polycount! Our USC Games team, Pareidolia, is looking for 2D and 3D Artists to join our team! Were a game development team for the '14-'15 USC Advanced Games Program. AGP is a year long development program where large teams (20-30) work to develop highly polished game projects. These games are shown at USC Demo days…
Hey Polycount! Our USC Games team, Pareidolia, is looking for 2D and 3D Artists to join our development team! What is Pareidolia? Pareidolia is a 2D/3D puzzle platformer in development for PC and Second Screen. Players become a master puppeteer and manipulate props on a 3D stage (tablet) to cast platformable shadows in a…
Happy Birthday, just feels like yesterday opening up this amazing forum and feel like home :) http://wiki.polycount.com/wiki/Polycount:About#:~:text=TNSLB-,History,2 plug-in player models.
there is many ways to mix normal maps and they can have different results. Its not always going to be optimal to remove the blue channel however, although it works fine if you are doing it to texture sampled normal maps, as apposed to those created via surface sampling. But for in photoshop layering one normal map over…
Spot on Marc, I was thinking the same thing while detailing it. But zBrush is not too good at doing high level transfrmations like that so I'll give it more of a tapering shape with a Lattice Deformer in Maya. I'm also thinking I need to sit down and figure out an art direction properly. Right now I'm sort of pushing and…
Ace-Angel: "Just" greyscaling the diffuse and "calling it a day" is the wrong way to do a spec map - it's sloppy at best but I prefer to call it "plain stupid". Greyscaling the dif is just the first step of so many more. What I do is that I copy my entire diffuse group in Photoshop, greyscale it (Hue Saturation layer) and…