Project: Prospera - a Renaissance-era island logistics city builder (think non combat Anno in pre-industrial Mediterranean) Developer: Velarion Games (solo indie) Engine: Unity URP Type: Freelance / Contract Timeline: ~4–6 weeks after a paid test task (flexible, quality first) Budget: $3,000–$6,000 USD for the full scene,…
Studio: R16 Interactive Project: Tale's Edge Role: Technical Animator Type: Contract (hourly or day rate) with opportunity for full-time if deemed a good fit for both sides Location: Fully remote, global applicants accepted Rate: Competitive based on experience, engine understanding and location. Please share your…
2: The specifics of the your renderer make a difference but if you're using a double sided material it's not going to backface-cull any geometry which means you're processing more than you can see and that's bad. for thin stuff - glass panes, cloth etc. its a good idea. otherwise, stick to a single sided material
Hello everyone, I am trying to step out of my comfort zone lately, trying on more organic textile texturing as compared to my usual mechanical/ hardsurface ones. I’m currently stuck on the Engineered Mesh section of this sneaker. Specifically, I’m struggling with how to achieve that layered, breathable cloth look where you…
Thanks. I'll keep that in mind and will focus on making others optimal for their purpose from the start. I think since my portfolio is already of few assets, I'll keep them as is for now and replace them with newer ones when i get the time.
Hi, I’m currently working on this environment scene. I’m trying to improve realism, especially:- material- lighting- storytelling Any feedback would be really appreciated!
Hello, I’m a 3D character artist specializing in realistic characters for cinematics and film. I’m looking to collaborate on a film or game cinematic where I can contribute production ready characters while continuing to develop my skills alongside a team. I have a strong foundation in the full character creation pipeline…