Got a little done this morning. Starting to look like something. Will get in rough detail over the entire model, then Dynamesh to a high resolution and fill in little things. I'm tired of looking at this guy for today, so it's quitting time. One thing I just learned -- had been Dynameshing at 1024 resolution, which is…
When you get to larger sizes like 2048 there is really very very little reason to work double size because: A. Its huge already and on most platforms(less than max PC settings and consoles) its going to get sized down/mipped B. 4096x4096 = massive massive photoshop files when you've got a lot of layers going on. Also, lets…
I'm creating this character in from this concept art and I require help in finishing it. I've worked from scratch on it for the past month or so and gotten it to this point so far. I have made many characters, mostly head sculpts/busts but never to their completion or past the high poly phase into texture and material…
I add my few cents. I consider my self as semi-hardcore MMO player (I play hardcore for several weeks/months and then relax, depends on game). Please not I will be often referencing to Guild Wars 2. The main problem with MMOs right now is lack of innovation, and trying to copy-paste things that worked.. since EverQuest.…
This looks awesome! I would say, put this in your portfolio and call it done. Move on to the next piece! It would be nice to see a wireframe or two, and some stats about triangle count and total texture usage (pixel resolutions, and the number of textures, as well as which kinds of textures... pbr or not). Also noticed the…
sampson: You've got some pretty weird numbers plugged into the Lightmass settings of your dominant directional light. Try setting: Lightmass Settings Indirect Lighting Saturation to 1.0 Indirect Lighting Scale to 1.0 Light Source Angle to 0.2 Shadow Exponent to 2 ImSlightlyBored: The Light Map Resolution setting of a…
acapulco or neox, Really fantastic execution on the game and game art, all around. Just incredibly impressive. I'd love to know a bit more about the technical aspect of your asset sheets. Did all of you have a spec when creating sheets or did every artist create their own unique layout? For instance, did someone create…
I take all shots with 2:1 render resolution, 4x GI shadow resolution, 16x or 32x supersampling. Toolbag itself has artifacts with grazing angles that are not resolution dependent.
Hey all, We are currently looking to fill a couple of art positions at Keen. For the Junior Environment Artist role, individuals must have working rights in the EU. With
the
Royal
Revolt
franchise
and
Olympus
Rising,
we
have developed two very successful IP’s
with more than 25 million installs and a very loyal
and engaged…