I've just come across this procedural workflow breakdown: http://unigine.com/articles/130605-procedural-content-generation/ And i'm fascinated how they're using noise generators to create heightmaps and then displace those heightmaps into surfaces. However, i'm curious about the details of the displacement: how can this be…
Hello! I am 3d artist with 7 years+ of experience. Looking for a job as weapon or hard surface artist in game industry. My portfolio: https://www.artstation.com/artist/dlin Software I use: 3d Max, Maya, Photoshop, UvLayout, Zbrush, Substance Painter. If you have additional questions - feel free to contact me.
Are you looking for a team of dynamic and talented people who are
passionate about video games? Are you looking for a studio where diversity,
open-mindedness and creativity are everywhere? You’ve found the right place! Following the development of many successful titles on iPhone such as
the Modern Combat, Dungeon Hunter,…
Hey guys i'm pretty new to Polly Count but i thought i would give it a try. I have been working on a modular hard surface set and was wondering what some ideas are on a few of my walls. This is the first one i have up so far so any advice would be very appreciate! Thanks
Hey fellas, I'm making this dumpster for texturing practise but I'm stuck with getting the normals to bake properly. I'm getting these gradients across what should be flat surfaces on my dumpster. It's screwing up the lighting in the viewport. Weird thing is that when I render it in max, it appears okay. Anyone know what I…
Hi all, that's my first try to do some hard surfaces directly on zbrush. Concept is totally random then I used the zsphere retopology technique, I worked with 4r4 version so no Panel Loops (which I see is a lot useful). I need to improve a lot with the software so critiques are more than welcome. :D
Hi :-) I was wondering if it's possible to extract just a sculpt layer as a displacement map for use in the texturing app. Tried Zbrushs' function to bake displacement to a lower subdivision level. In this case the deformation is partly visible in the lower levels as well, making the displacement map inaccurate. I read…
Hi All, I seem to be getting an issue when rendering using in Vray Next when using a surface from Quixel Bridge/Megascans. I seem to have no problem getting the surface from Bridge into 3ds max the importer seems to work as it should, simply press export in bridge and have megascans live link open in max with apply…