WayForward is an independent videogame developer based in Valencia, California. Over a quarter century we’ve become one of the biggest independent developers out there, and house some of the finest talent in the video game industry. We’ve built our reputation on solid gaming fundamentals, feature-quality character…
Wayforward is seeking a Lead 3D Environment Artist to join our team on a full time basis. The ideal candidate has a strong understanding of environment asset creation, and understands all phases of environment art creation, from block-out through final lighting. They will have great communication skills and work well with…
Hello everyone and welcome to the Monthly Environment & Prop Challenge for the month(s) of January & February !!! Apologies for the late start this Challenge, the Holidays got the better of me! We had some great participation last Challenge; truly inspiring work by all! I'm glad to see some of you have already started…
Heard about this contest from a buddy and figured I'd throw myself in to see where I'm at skillwise. I don't play League of Legends, so I didn't know any of the champions when I first started. I just started browsing the alphabetical list of official Riot biographies on each champion 'til I stumbled on Camille. I found her…
As CEO, however, Kotick has a specific mandate. And this mandate is to act in the interest of the company. Purely personal motives are not relevant in this context and can therefore not be used to legitimise certain actions. The accusation of "short-sightedness" is therefore also based on how and whether he acts in the…
Minding my own business working on an asset when I encountered an issue and here we are with a tutorial. Most of it is part of old Polycount but some fresh take. Full version here: https://www.artstation.com/artwork/rlGqrE Its 2025 we have nanite, AI, lots of procedural tools and fancy features yet I keep seeing students,…
Here some stuff from my vip. I think its good time saver for doing base meshes for sculpting in Z, but not a z-killer. No need to think about topology, just tailoring. And its extremly helpfull when you need some military-like equipment with lot of straps(wich composed and layered) interacting with cloth and each other.…
No reason you can't use a photo sourced texture if your going for a realistic style. http://www.cgtextures.com/ a lot of people use them with great success, I understand you just put those on there and haven't worked on them yet. But yeah, grab and slap not good! You MUST give photo sourced textures much Much love and…
So. It's all about presentation, the package. I don't know more about doing a doing a demo reel than anybody, but hey a lot of it boils down to logical reasoning. I see your stuff spread out on your page, but maybe you could also have a demo movie thing going on. So people would just press play and see your stuff. I'm just…
Yeah, i noticed that too. I'm not sure what the cause is to be honest. Each surface has a specularity which shows up nicely in maya's viewport but then isn't translating across to unreal. I've boosted the levels in the shader editor but it's still not coming across how i want it. Perhaps it's has something to do with my…