Hello and greetings to all, Today is April 1st, 2018, which is exactly 20 years since we pushed the button to open this place. 20 years. It's hard for me to wrap my head around that. It's been so long and so much has come through the front doors of Polycount. What started as a simple tutorial website for Quake 2 models has…
Thanks :) I started playing Dead Space recently and although it looks a bit rough in some parts, the materials are pretty good and atmosphere is fantastic! Just wish I had played the game earlier =) Judging by how things go at the moment, the future will probably look more like Fallout though :( Glad I could help somehow!…
Hey! Thx Lutzbot for your overpaint! really helpful! Unfortunately i had already blocked out my model before i read your answer so the shape won't change that drastic anymore... I completly forgot about where to lead the eye in this concept... after applying some gradients it looks way better now! Huge thanks! My new…
So for the past days I was studying the hands and feet trying to wrap my head around the basic forms and the skeleton. Not easy stuff! I find the hands to be quite expressive and therefore a stiff and flat shaped hand feels unnatural on the figure. I sculpt the hand spreaded before I change the composure, which brings me…
It looking pretty cool so far. Ideas / thoughts: - Skylight is killing your materials quite a bit. Spec looks non-existent, normals don't pop, etc. Kill the skylight, use your dominant directional and lightmass for GI. Fog doesnt help here either. Fog tends to flatten out elements. Use the start distance, color (more…
A question... are you using the max2obj exporter to export an .OBJ mesh? Avoid that exporter at any cost! Is SUPER-bugged! Use the gw:OBJ exporter or, better, the xNormal's SBM exporter if possible! Are you making Reset X Form before exporting in Max? Do that ALWAYS before exporting! That's crucial! About the ray…
Hello, everyone. I'm writing a Blender Python script for exporting custom models to an old video game engine's model format. This is something that I've been struggling with for awhile now. So, I have a test model that has been rigged. However, I need to change the vertex indices. Unfortunately, Blender has no option for…
Hello! So my next personal piece is going to be a modular scene inspired heavily by fantasy artists, such as Sean Andrew Murray's Gateway world and Harry Potters diagon alley. Sean Andrew Murray: Harry Plopper: The last time I attempted an environment piece was almost three years ago, so I'm going to be making a lot of…
I'm working on a project along the lines of the Sherlock Holmes series and Hyper Light Drifter combined into some strange, sexy mess of a project. Currently I'm talking with a programmer about joining, but I'm essentially doing everything myself at this point. I'm currently writing out a design bible for it, so it's still…
Route 59 is a Melbourne-based games studio working on Project Ven, an award-winning narrative game set in a supernatural Melbourne cafe. The game uses a cinematic presentation a la Quantic Dream and Telltale Games. www.youtube.com/watch?v=AHiQ8veXLns We are currently looking for a freelance 3d animator to work with us for…