So, I'm building a Sci-Fi Tank Arcade Shooter for CryEngine 3 with my mates online, kindof a throwback to Westwood Studio's 1999 Recoil, with a heavy narrative element. No first person shooter stuff - there won't even be any humans in the game - just tanks from 3 unique Sci-Fi races of machines. Everybody is a Robot in…
I haven't been able to work on anything hard surface, or sci-fi in quite a while so I thought this would be a good chance to get more of that on my portfolio. I also recently was looking into alien: isolation and loved the environments in it so that just added more fuel to the fire. The idea is to create a single man…
Cool idea for a portfolio piece, and you’re smart to worry about shots this early – the island itself can be great, but if the cameras are weak, all that work gets lost. A few concrete things you can try: * Pick one main story angle. For example: “approaching the hostile shore”. Place the camera low on the waterline,…
Hi, I have been working on some props to practice with wood and then decided to make a diorama with then so make something for my portfolio, so is time to start looking for some feedback.Also, sorry if I take some time to answer, work will take all my time and energy until Monday.The props And now the diorama (the trees…
"Im just confused to how this fits into a current 3D game modelling pipeline if at all" That's probably the most important part to clear up isn't it ? Let's assume that the end goal is an in-game asset indeed. Well, there are many ways to get there, the main two for detailled and realistically shaded games being : A : a…
To everyone who applied for our role, thank you! We’ve officially wrapped up interviews and found someone we’re excited to move forward with, but we want to pause for a moment to acknowledge you. It means so much that you took the time to share your work, your story, and your interest in what we’re building. We saw so much…
~ (NOTE: I wrote this to help some students I know and some PC friends mentioned posting it on here to help out the early learning community. Feel FREE to dive in and we can start a fresh discussion on the age old face-topology subject :) ) Students seem to often find face topology so alien and hard to learn so I decided…
Ok so there are a couple of things: - Ray tracing in realtime uses heavy denoising on some passes, because otherwise it would require hundreds of samples which would cause 1 fps or less instantly. Global illumination is the most critical one here. Cast shadows only needs a lot of samples when the penumbra is large, and…
Im a little bit confussed right now... Im always unhappy i always work about 2 Weeks for a Project and after i imported everything in UE4 did the Texturing started the lighting and placed everything im so unhappy because it doesnt look great i also get demotivated when i go on Artstation watching other peoples work which…
Hello everyone! This is my first time posting at Polycount, so please excuse any newbie mistakes! Recently, me and my buddy have been working on creating some content for Dota 2. Since this is the first time we're creating assets for Dota 2, we figured we'd start small and then slowly work our way up to eventually creating…