Hi all! New user here, so please let me know if I've missed something obvious. I'm very new to working in Blender and Unity - less than a year of experience - but I'm trying to make the transition from doing 2D graphics for games to doing 3D graphics for games. I'm making a LOT of mistakes, and learning bit by bit as I go,…
Last shot looks great! As you already said about the tree(s) could use a bit more work. I think the problem with the vegetation overall is that the leaves feel very solid like they wouldn't let any light through them. I think you can definitely create some cool shader effects for that in udk, but as you said it'd also be…
Great job so far. I know this is set during a timeline that is between Mass2 and Mass3, so the tech is more 'new' rather than the 'retro 80's' feel of Mass1... But that being said, there's something about the large pillars you have in your scene that to me, aren't quite feeling like Mass Effect. I haven't been able to…
I’ve been trying to create panel lines in ZBrush, but they’re still coming out jagged, even with a mesh subdivided to around 25 million polys. is there a better method for getting clean panel lines in ZBrush? Or should i just handle them directly in Substance instead? i have modelled my model in maya, and have imported it…
I can't speak from any professional standpoint but I can say something as an Artstation user. Wacky substances are very common on Art Station. There are a few people there who are really good at it but they have no allusions about its practicality in creating in-game assets. There was a period where a lot of the trending…
I'd say that the best case scenario is that the person looking at your work isn't familiar with the scene and might be impressed by it and in the worst case scenario people will recognize that it's essentially just a copy (with some small additions and extra saturation) from a tutorial that you use to present as the very…
Thanks ToffeeApple, that really makes me happy that at least someone thinks my advice is useful! :) I think we're essentially on the same page here in that we both think composition and lighting are critical to making environments look good and I wholeheartedly agree with you on that. Even if you've got the best looking…
So excited this is finally out, I cant wait to see what projects everyone is able to throw together! Speaking to the normal map questions: The default import option for meshes is to import normals, this means it imports the vertex normal data from the FBX. These vertex normals -should- match up with whatever was baked. The…
This time I will be making a Japanese garden lantern from a photo I took when I was in Japan, I want to show to everyone my progress and my failures (I am sure I will have many of them). Before starting showing to all of you my progress, a little about my 3d experience, I am a self thought aspiring 3D artist who started…
Legend VFX has opportunities to help us expand our current VFX pipeline to encompass greater opportunities for Film, episodic, and commercial work. Legend VFX is seeking accomplished VFX Artists/TD to join our team. The FX artist will work in conjunction with the CG supervisors and VFX team leads to create effects and…