All job positions offer hybrid assistance perks, meaning you can WFH for 2-3 days per week from the beginning! If you want to fully WFH, usually that can be achieved after trust is built between employer and employee. If you're interested, I highly encourage you to send me a message here in Polycount :) I'd be happy to get…
Another update for this week :) All images below are directly from Unreal Engine. Over the last couple of days I’ve been focusing heavily on refining details throughout the environment, especially terrain variation, material breakup, and overall cohesion. I’ve also been adjusting the horizon and surrounding landscape to…
Positions offer hybrid assistance perks, meaning it's possible to WFH for 2-3 days per week from the beginning, though the offer may vary depending on a variety of reasons. At the moment applicants currently based outside of Europe are less preferred for the position (relocation assistance is very difficult to spare right…
Hello PolyCount, how's everything? I'd like to take a moment to show you guys some of my latest work, a complete set of rock material library. *these are all real time screenshot, captured inside Unreal Engine 4, no post work and so on.
Portfolio linkedin Creating a shader for two material vertex shader with a covering layer such as snow or moss. I plan to optimize it for artist use and sell it on the marketplace. Screenshots that follow show the ability to blend layer to layer as well as the parameters for the covering layer. Each layer uses 4 texture…
miauu's Materials Reducer allows you to find and replace all identical materials in your scene. It will compare all accessible parameters and values of the provided materials. What will be ignored are the names of the materials. You can have a bunch of completely identical materials with different names - miauu's Materials…
i recently heard about this, i guess you cna use it to view normal mapping as you work in the viewport, and for me this would be quite nice. however i can't seem to get it working, what are the steps i must go through for this to work? i am using 3ds max 7 and am doing the following steps, of which i am sure i am missing…
Hi! This is a sort of continuation of the same eye material seen in this post from a little while back. I'm at it again in this rabbit hole of creating planar eyes instead of spherical ones, making my work endlessly more difficult - but as I'm starting to see some results, I like to think it will be worth it in the end. My…
Hi there! I have a complex piece of floor mesh with 9 materials applied as it was easier to assemble that way. I'd like to optimize it further by baking all the information from the texture + the mesh (normal from texture + mesh, albedo from texture, roughness from texture, AO from mesh + textures) into a plane to reduce…