Here's an issue I've been pondering: I cut window holes in two different kinds of walls using boolean. The wall in example A has been divided so that every window has its own polygon. This gives nice looking topology. In example B six windows are cut off of one continuous wall. This gives messy topology but fever faces.…
The concept is that it's a true unwrap, with almost zero stretching, and it's fast. You just select a few borders and hey presto. At least, it's fast as hell in Modo. Haven't played with this but am about to. The downside is that you can end up with an unwrapped shape that can be somewhat unintuitive to paint on in 2D.…
Hey! So far the overall texturing looks good! However, whats missing is a bit of PBR material definition. Even though Overwatch is a stylized game they do still use quite some different materials to break up their assets. Using the junkrat weapon as an example you can see the weapon features different material types. I'd…
Did you use reference pictures for flat angles such as this one for example? The gun looks very lopsided and some sides are too thick, generally you want to set up multiple reference pictures for several orthographic views and either trace directly if you're making an exact copy of a real gun or use them as a general shape…
Hello and thanks for checking this out! My situation is this; I was given a very dense scene that was decimated and turned low poly before being handed off to me. It also came untextured. Since then I have put some basic procedural textures onto everything and it looks alright. I want to go ahead and brush the whole thing…
What are the implications of Nanite for procedural generation with blueprints? If we look at environmental design and especially buildings, why would you use for example Houdini to generate large chunks of buildings procedurally, while you can now just use Nanite and Blueprints? Let's take a wall for example. We can just…
Hello everyone, Edit: This job posting is now closed! I've found three amazing concept artists for our team through this thread. Which is all we need for now, once we need more artists for the team, there will be another job posting here. Please accept my apologies and don't feel discouraged, if you you did not get a…
Technical Artist Visual Purple is looking for a Technical Artist for
full-time on-site work at our new Eagle, Idaho office. This is a staff position. The ideal candidate would have a passion for games and film,
with experience developing games for Unreal Engine 4. The successful candidate
will work on a wide range of…
Hi, I'm a professional programmer seeking a generalist artist who can create enough assets for a retro FPS demo. I've included links to reference art at the bottom of this post. The ultimate goal is to launch the project + demo on Kickstarter. Your relationship to the project (project partner / freelancer) and compensation…
Original post: I always liked the Chozos from Metroid, and I wanted to do a redesign and play with some new processes. 95% of it was done in ZBrush with a little work in Modo and Fusion 360, and it was rendered in Vray for Modo, with some post process work in Photoshop. Thank you so much for the honor of putting me on the…