Hey there, fine people at Polycount. My name is Filipe Duarte Pina and I am the creator of Detective Case and Clown Bot games. I am also the co-founder of Nerd Monkeys Ltd. I have been making video games for around 19 years but only started professionally around 12 years ago. This post is a Post-Mortem on the art done for…
Hello! I've been looking for the best workflow from the time that I import a model into 3DC until it's ready to bake and export. Problem is, I have found hardly any information or documentation on things that I desire to do. I am looking to bake an object, made of multiple subobjects, and bake it, and all the videos that I…
An environment diorama of a bathroom I just finished. Modeled in Maya, textured in Substance 3D Painter, with the lighting and rendering done in Unreal. I was partially inspired by the game Stray for the overall color scheme, but I decided to go for a little more well lit space as lighting is something I've struggled with…
Forge alternate worlds that deepen players' lives! We're a game development studio based in Los Angeles, dedicated to the idea that online games can deliver deeper, more meaningful experiences. We’re looking for a talented Lead Technical Artist (Environments) with a keen attention to detail and a passion for technologies…
The Mad Max–style“Rust Rhino” is a heavy-duty custom vehicle built for the hunt. A hybrid chassis—front wheels paired with rear tracks—maintains agility and torque across sand and rubble, while a massive wedge-shaped ram and layered spikes form an integrated breaching weapon that smashes obstacles and projects menace. On…
Development Blog: Timeless Epoch Blog #2 – Lore of the Land [Urubis Exilium] One of the most important steps in any project I undertake is establishing the narrative foundation—the world that my art belongs to. For me, the art is never just about aesthetics; it’s about context. Where does this structure belong? Who lives…
if you want to easily layer planes before detailing you can store a morph target then use the layer brush (rinse and repeat for each layers). With this the layer brush doesn't keep on layering but stay on the same level. If you want to add another level then del morph then store a new one and add on top.
This is my prop submission for the Bi-Monthly Environment Challenge: https://polycount.com/discussion/231681/the-bi-monthly-environment-art-challenge-november-december-81 Concept by Victor Maillet https://www.artstation.com/artwork/2qaA6Y Blockout in Zbrush and further modeling in Blender (this is first iteration of the…
Actually, forget what I posted earlier - you can simply transfer over the highest subd level without layers into Zbrush, then from Mudbox export again with the desired layer applied and in Zbrush create a new layer, set to record mode and import the OBJ (into it). I'm not going to ruin my weekend messing with this ;) but…
Always expect each one of your files, object in files, layers in files, etc. to be looked at or worked on by someone else. Name and prepare accordingly, seeking not to become hated by these artists. That should fix things. Welcome to art lead-land. Extra pet peeve to add: Have some friggin balls about collapsing psd…