Hiya all, I'm recruiting for a friend who needs to keep his team identity underwraps for the moment untill the press releases go out later this year. I can assure you that this is a real set of positions at an Austin, Texas game developer with a team of veteran developers. This is a set of people who know what they are…
Pixel Squad is looking for a talented and experienced concept artist interested in working on our upcoming tower defence game entitled Crime Corp. We are a self funded startup and we can offer cash, revenue sharing, or a combination of the two as compensation. Task description We need a set of character icons, with the…
General Qualifications: Expertise using 3ds max and Photoshop 4+ years experience working in the game industry 2+ years working on the PS2 or Xbox At least 1 published console title Familiarity with real-time modeling & texture issues (characters and environment) Animator Qualifications: Expertise using 3ds max…
Right now you can get all the Substance tools (including Stager, extra content and Modeler when it comes out) for $25/month. That's $5 more than the texturing tools only. As for the app itself, Stager is a tool for virtual photography. It has a pretty wide range of use cases, from simple portfolio renders, to product…
Hello again, thanks for all your input :) Yes, the intention was for the tree to have grown around the capsule after it had settled, rather than hitting the bulls-eye perfectly. I realise in hindsight that making one side of the tree thicker/denser as its source root would better communicate this, a la this image: I did…
Why can't they share the same AO map? I can see why if it's a piece that I'd want to be reusable because everything casts shadows off each other so it wouldn't look right on reusable meshes. But if everything in one UVW is going to be exported as one entity why would it matter if they shared one AO map? Say I rendered out…
Use both. It's usually a lot easier and more precise to start by modeling as a normal, low-poly mesh in something like 3ds and then taking it into Zbrush for detailing. I pretty much make the low-poly (adhering to the grid in the app for modularity), take it into Zbrush to make it uniform and then subdivide, sculpt away,…
Hi guys, thanks for the comments! The character in particular is fairly high poly considering the style; that's because of the texturing technique I'm using. Basically I model out areas that are going to be specific colours on the mesh, and when unwrapping I reduce the uv island down as much as I can on the pixel texture…
Your spec map and gloss map need to be pushed alot, its looking very flat atm. I would say since this is your 1st time texturing try to stay away from Ddo it wont teach you much in the long run. Get together some textures and decals that you want to include on the model. To get a better idea of what you need you should ask…
@Eric, let me ask you. Looking at professional websites, I don't see a lot of folks showing off texture flats individually. Full texture flats seems to be more prominently displayed (and relevant) on sites like Polycount; where artists are learning from each other. More often, I see professionals display their textures…