That's so funny! It made this post just seconds after listening to the potcast. It's so funny to talk to the real heroes XD But besides that, i want to thank you all for the advies. I think i will make 2 sites. One for the fans :P and one for buisness Just for a node The reason why i choose the pdf is because you can print…
Hello, I'm making a game asset that is going to (essentially) be an open container full of 'rubble'. I have the container modeled and had planned to use cell fracture (on a cube or something) combined with some rigid body physics to fill the container in a natural (ish) kind of way. Most of the pieces will be mid sized.…
If I need to fill 1 spot I will always only call the top 5 applicants. You don't need hundreds of them. Add to that remote work, outsource studios,... I don't see that becoming a serious issue any time soon. It will just change over time like everything else. For 'there is no time' - that's simply not true. I have…
I have the determination to go out there and get better, i mean id love to be able to sit there and make something beautiful and amazing to look at and interact with, and i do know that i have to pull my own weight when it comes to a project, but its the fact i enjoy the interactivity of other people. If someone said here…
Hey Polycounters, Just thought I would share this with you guys as well it is quite bloggy I know, but maybe helpful or inspiring to someone out there. I wrote this up this morning on my facebook. ********************* Incoming long braindumping post. Warning, probably wont make a lot of sense. Extra warning, make a cup of…
I have a material based on distance rendering, which uses different maps for near and far distances. When using RVT, I use ViewProperty's VTMipLevel instead of the camera distance and there is no problem. But when I use SVTBuilder to bake higher mip, the distant areas all become the near-distance BaseColor. This makes me…
Greetings fellow polycount members and potential employers! My name is Roman Masalov, I'm a freelance concept artist and illustrator with 7+ years of experience capable of wide range of work: from character and creature design to environment and props design, using both 2d techniques ( painting, photobashing) and 3d…
Thank you guys, you bring some exellent food for thought to the table! The finished casts will be around 1/7 size humanoids. The models aren't made yet, since the process of molding and the pitfalls/shortcuts will impact the level of detail we're trying to achieve. There will be a stop motion armature inside the finished…
killnpc Hell yea! Thanks heaps man. :) Grubber Thank you! Torch Sorry, I'll try harder next time to include any and all details. :( I see now that I've missed a lot of crucial info. (lol) Deathstick Well, I'm glad someone can appreciate good crab wrangling form! Cheathem This is just block out color scheme work, by no…
Hi, I'm a game artist and I'm in the process of making a large table that has a lot of sculpted detail. I just finished the sculpt in ZBrush and I'm now UVing it. The shells do not have enough texel density if I map them to a 2k map so I was going to just cave and use a 4k instead. However, I've been watching some videos…