6+ years into my career, and after going through yet another studio closure, I decided I would take my time and strategize a bit before I made my next move. I've been through the layoff routine before and a lot of people will make wild flails to grab whatever parachute job they can get, and this sometimes leads to jobs…
This i hear happens monthly:https://polycount.com/discussion/238326/the-bi-monthly-environment-art-challenge-march-april-101#latestso i suppose you could go backwards and on your own time do some of the stuff that interests you, no matter how small and eventually make a scene of all of it, perhaps? Practice makes perfects…
Welcome one and all to the 96th edition of the Bi-Monthly Environment Art Challenge for the months of May and June! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful…
http://www.bit-tech.net/news/2005/11/23/seti_cancelled/ while it hasnt been runnin on any of my recent comps, back in the haydays of napster this was also runnin full time. kinda sad to see something like this go.
Every mesh gets triangulated in engine at the end. Identify the use case, if its a nanite mesh then decimated mesh is absolutely fine given it is within acceptable tri budget and tri distribution and has proper uv. For non nanite workflow, yes you will still have to optimize the geometry properly to be acceptable however…
Hey guys, Just finished up this project, thought I'd drop some renders in hope for some feedback :) Artstation Link --> https://www.artstation.com/artwork/RYJaaX
firsts shot on unity 3d 5.3 of my current work. it's about props et prefab for a Survival Horror Game. https://www.facebook.com/Vincent-Loosfelt-831838190280381/
That's part of world building yes. But to be perfectly honest, as someone who is just getting into env art, you will need to build a portfolio of assets that were done by you. A world builder also needs to know the ins and outs of terrain generation within an engine. Also creating tileable terrain textures will be a must.…
Maths wise, the low end is really the only thing that matters for diffuse . ( And metallics shouldn't ever be fully saturated ) sooo.. I'd make my own node Anyway.. Assuming this node isn't crap... If black looks wrong in game and you don't want to eyeball it, you need a rendering pipeline that can be set up properly -and…
Hello again! Done some more work on this project since my last update, even doing some lighting tweaks as I wasn't fully happy with the super soft lighting of my original setup. Here are my shots so far that I want to push further and focus the detail on, based on what's in frame here. The task I put the most time into for…