Hi everyone, I am looking to join a serious indie game dev team to gain experience and build a dedicated real-time portfolio. I am offering my skills for free. About Me I have over 20 years of professional experience across 3D generalist roles, architecture, product design, and motion graphics. However, I am currently…
I write tools for a living and I have an opinion on non-programmers using robots to make tools. - just use the robot to build the thing. The result will be 100% ass from an engineering perspective but that's not the point - Robots are excellent at prototypes / proof of concepts. The ethical concerns around robots writing…
Yes! They really should have done. I don't like it when they don't include a back view. Thankfully, the next project after this does. But yes, I hear you regarding the leather gambeson/doublet. My mentor suggested I add that under part too, though that was one of the problems I was encountering with the simulation. It…
Hello and welcome to Polycount! The primary language here is English, so it's best to translate your text before posting. It's not a strict rule here, but it will improve the likelihood of you receiving more interactions and feedback, because pre-translating into English will remove a barrier for people. I like these…
We take a look around at some other communities to see what they've been up to while we've been finishing up on the Team Fortress 2 Polycount Pack Contest. There has been some stunning work over at ZBrushCentral lately and we get an update on the Neverending Story Re-Design Challenge over at GameArtisans.org. ZBrush…
3D Animator, Rigger, Cinematic Artist looking for work. My reel: https://youtu.be/pScZ6tjQNg8?si=bLopVYC1F1PZ2u7J Skills: - Character animation - Rigging - Unity3D and Unreal Engine implementation - VFX Contact: artur-huk@rt-pro.com Discord: arturhuk
Nice work, this looks really sweet! If you’re open to feedback at this late stage, your presentations/flats could potentially benefit from some changes. The three-sword image is a bit confusing. The front and back views look like they have different lighting; this could be because you painted some lighting into the color…
Nice! Yeah, those were formative years for me as well. I jumped onto Polycount sometime around 2001/2002. We were all dealing with normal mapping, trying to handle skin with blue-colored specular maps, and learning about subdivision surface modeling. Heady days!
Wire Parameters are what we used in GTA4, but lately I've been experimenting with Float Expression controllers instead - they allow easy clamping, so you can say rotate this bone at 50% of its parents rotation, but only between here and here. You can set up float expression controllers for objects to control their position…