Hi First post here. :) Recently had a big inspiration for game modeling, texturing so had to realise some of this stuff. Also trying to get into game industry after working as arch vis guy for few years. Made a simple parking machine. Had some (and there are still few) problems with normal map generation, but overall very…
Hi guys, I've just finished my characters base form and now would like to add clothes; I sculpted the anatomy so its quite realistic rather then stylised, but having problems with how clothes are made and sit on/interactive with the mesh. I know people usually extract the required area i.e. torso and then shape into a…
This is a freelance job listing for a texture artist to work with Acid Nerve (a small indie developer known for our last game, Titan Souls), creating hand-painted textures for our upcoming 3D action/adventure game. We are looking in particular for a stylised, very painterly aesthetic. We will be able to share more with…
About Our StudioWe are a small-but-mighty team of game dev veterans from some of your favorite indie andAAA hits. Now we’re focused on building a brand-new, sustainable studio where we can use our experience to do the best work of our careers. We are recently founded and looking for collaborators who will have an outsized…
Definitely a good start, but time to get some suitably stylised grunge on there and a nice cartoon-y wood texture on those beams. Also I'd recommend texturing it by day and then relighting it to work at night, and I'd also highly recommend you do it in a game engine as opposed to Marmoset, but that's only because I think…
I really, really like your assets on their own. I think that each asset has a great style and I dig that you're working towards something so very vividly stylised. With your assets in the scene, together, the screens are quite hard to read, as there's a lot going on in each. My eyes aren't able to settle, and there's a lot…
Hey :) I'd suggest removing the 'sand material', I don't think it's relevant and it just feels a bit out of place with the majority of your portfolio being props, especially if you want to be a prop/hard surface artist. I would try get a better thumbnail for the 'stylised prop' sets too if possible. They're lovely pieces…
At the moment your portfolio demonstrates that you can follow concepts and capable of making stylised characters. Since you want to go for character art role, you would need to demonstrate that you understand human anatomy. most of your current pieces in there is fully clothed so maybe add a couple of pieces in there that…
I checked out your progress there @goekbenjamin and it looks cool! I like the algorithm yours seems to be using there, looks like better straggling than mine (for now). I use only some sine wave mixing at this stage which is fine for stylised / straight-ish hair. I like you are going for the standalone tool like myself, I…
I'll keep this thread going as a kind of Gamejam journal, hopefully it could be useful to someone. Firstly, Robat, you were so right. Portfolio-worthy artwork is not going to happen! Today was the first day of Gamejam, me and my 2 team mates wasted most of the day coming up with an amazing idea only to be brought back down…