Hello there, I recreated an old project I did 2 years ago.It's an abandoned warehouse. I wanted to make an environment where organic and hard surface objects collided. So I thought about making an environment which could fit inside the world of Last of Us The lighting for the scene is inspired by Wesley…
Hey everyone, I'm wondering if there is a way make secondary normals and albedos scale in regard to the scale of the mesh they are applied to. Meaning if I have two of the same rock and I scale one then the secondary maps will stay the same scale to the world. See image. I made two blocks to show what I'm referring to. The…
Hello everyone, Just finished up my personal project and wanted to share it. A little back story for the project is I wanted to make a sort of hub world that would lead to other worlds via doors. I made all the shaders in shaderforge and used skyshop to light everything. I will have more of a scene breakdown soon. Feedback…
Hey! Here is the video of an asset pack i just released: http://youtu.be/KHBmXfSkD-c As you can see in last picture the scene is made a a bunch of smaller modular pieces. Textures are Substances so there is a few option to customize them too. It's not as great as many 3d art i see in this forum but i hope to get better :)…
IMPORTANT UPDATE: Thank you for the responses! I think I have enough now that it's getting difficult to sort though. I will try and respond to everyone who messaged me. As of right now, consider this post closed, but I will update if something changes. Thanks again! Hey all! Game Description I am currently creating a…
Specialized in 3D stylized environments and props. Uses ZBrush, Blender and Substance Designer/Painter. Able to work with Unreal Engine or Unity and can use version control. Knowledge of Unreal and Unity Shader graph. Able to make particle systems. Receptive to feedback. Love fantasy, horror and sci fi. Highly motivated…
I just wanted to post another update. I think this is the final scene that I like. I brightened all the colors, added variations in the trees, and tried to use somewhat of a color palette to make my decisions. The fence was changed from before to this nicer more "What you would think a fence would look like" kind of look.…
Malice Paradigm is officially initiating core asset production today for our upcoming T-rated psychological horror game, "Teratophobia." We are starting with an accelerated 14-day development cycle to build a self-contained 7-minute Game Jam Demo. Voice talent casting is already locked via Casting Call Club, and we are now…