Hi all ... new here and i got the email about needing to make a first post so here it is ... I have used alpha maps for about five years for simple things here and there for my high poly modeling ... np. Well, I have started the transition into low poly modeling and uncovered how much I DID NOT know, heh. My biggest bane…
Shader Artist Threewave Software is looking for an extremely talented and proactive Shader Artist to join our amazing art team. You must have at least 2 years experience in multimedia entertainment production. In this position you will be get to create dazzling post-processing visual effects (heat shimmers, HDR, motion…
I'm completely clueless when it comes to texturing pipeline, and unfortunately every tutorial I can find (Quixel or otherwise) is tech-specific (they explain the software, not the craft of UV'ing). I was hoping someone could at least help me put a word to some of these issues so that I can Google them further. My pipeline:…
As a student currently enrolled in Computer Programming, I have found it difficult to obtain an internship with my limited knowledge and underwhelming professional experience. Most companies I applied to required 3-5 years experience, which seemed impossible to achieve if I was not given the initial opportunity to be…
Greetings all! Pokémon Adventures Online is a game that aims to replicate the Nintendo hand held experience via a mmo environment. PAO is a 2.5d Pokemon mmo that’s uses Pokémon Unity as its base which is developed using C# / Unity. We have a team of 12 people which are comprised of 3 developers, 1 web developer, 1 project…
Hello everyone, I did not see a thread yet talking about the final resulting visuals for Rage yet and the tech behind it so I thought I would start one. I would be curious to hear from some of the actual ID software artists that might be lurking on the forum as well. Would I be correct in assuming that most of the normal…
Alright, one more try, the previous post got removed for some unknown reason. I have the following high-poly and low-poly assets: HP - https://drive.google.com/open?id=0Bxiv4nwNFlKhcllvaU1nTERlcEE LP - https://drive.google.com/open?id=0Bxiv4nwNFlKhV0xfVE1jVE9lcUE I go through the following steps to get my normal map: 1)…
ShunKim, noniol - Thanks! ^^ AimBIZ - Thanks!! We will be learning REAL face topology next x_x, so I will be sure to get my practice in then xD haha pixelb - hehe yess :] rogueNoodle - Thank you :) Ah, you spotted him! hehehe
For me eyeballing everything have always been an only way. Because it's totally depends on your renderer and default tone mapping , auto-exposure and AO. For example anything brighter than 190 is completely blown away in our engine . In Unreal it would be probably grayish and we use same style of PBR as our programmers…
Hi, I’m working on a classic 2,5D (2D backgrounds & 3D characters) point’n’click adventure. And I need 91 2D cartoon character illustrations (western style, no anime) based on the 18 3D human characters used in the game. So I give you a screenshot of the 3D character – and you create 4 cartoonish illustrations based on…