Hello, I'm making a game with some friends. The team currently has around 10 members, but only about five of us are active regularly. We currently need some active animators, and I also need environmental modelers. Here's a video of the engine in its current state, we built it from scratch.…
Hello! We are Imagineer Games. A collective of Indy Game enthusiasts. We are producing an Incredible adventure game: Shades of Violet, Song of the Clockwork Princess! We need a bit of help though! Were seeking for a 3d modeller to help us create the backgrounds over which the adventure takes place! So, Who are we looking…
My "current" resume is actually a 3-4 year old design, updated with current information. I've been out of the 3D Art game for about 2 years now (*crying ensues*) and it has become more of a hobby where I fit what I can into the little time that I have. I know many of you on the forums personally/semi-professionally from…
Alright, so I am throwing my hat in and adding another thread to the long list of normal mapping related issues. I am at my wits end on this one. I have checked the polycount wiki, searched the forums, searched the general internet and while I have found many useful things, nothing has solved my particular problem. Here…
I haven't found any tuts on google or tgw/digituts, so I have come here looking for help. I haven't messed around at all with this so keep that in mind, this is mostly just to find out whats what. I just want to present this car I've been doing for a while nicely and work with the pipeline of getting stuff into an engine…
Hello Well i started out my career as a Game tester first because i was so passionate about playing games and i thought this would be perfect , but later when my interest shifted towards Art and Design , Simultaneously with my testing job i have learned the Art pipeline and have made a portfolio and also gathered knowledge…
Yeah - fairly common for class A objects because once smoothed curvature waviness and/or pinched areas may become apparent mainly due to secondary detailing i.e. radiator, light cluster well's, door handle inserts, panel crease/shadow cuts....etc regardless of whether your source mesh is modeled either high, low or medium…
My complete workflow for the indie game I'm making is on Linux. I use Gtkadiant, Blender, GIMP (actually a mod called Gimp Paint Studio), and Mypaint for digital drawing (awesome software!). For programming I use vim. GIMP has a bit of a learning curve, just like Blender used to have. It is very powerful though. They are…
It might be worth looking into the differences between legacy and pbr shader math. By legacy I, of course, mean lambert/blinn models. I make shaders quite often, for effects and simple things. The approach I use for building up any material is from a simple set of nodes - the core shading, then expand from there. At that…
Ive been having some problems lately with assets scaling improperly in cryengine. I have my 3ds max set to units-meters, and i always scale the asset to the correct size before i export. However, when i get into cryengine, the asset is always a lot smaller than what it is supposed to be, but then if i try to rescale in…