Ok I see what you mean, but I want this building to be varied in damage the concept I'm suppose to be aiming for is a Post-Apocalyptic bar set in like a nuclear fallout situation, its for my University project but at the moment I'm struggling trying to create the full building with zbrush and its of course like you say I'm…
That's Justin's skull on the bottom right also. Think of the dedication hes gone through in the name of fantastic UI! Taking all that glorious face off to photograph his skull and graft it all back on to get back to work. Soldier right there. No, It's not cheating - I do this all the time now, I have a base mesh that I've…
Mercurial Dance are hiring a Freelance Motion Capture Technical Animator/ Post-Production Artist to support the development of VR game assets for EmbodyXR® Your Role As part of our asset creation process, we are creating a custom movement library for our new title EmbodyXR® which includes motioncapture / performance…
Hey Everyone, I am currently working on a model of a Jaguar. It is coming a long very well. I am happy with it. At some point when I finish adding the detail to the model I need to consider how I am going to render the fur. I am looking to maximize the quality of my mesh while still being to reasonably render it in Unreal…
I demonstrate in this tutorial how create functional brake lights on a driveable vehicle in Unity engine. I make use of a short/simple script and a texture for the brake light glow. http://youtu.be/tYgZUFcS0sQ
This is some of the work i've done during my time at Magic Leap before the layoffs. My role was a Lead 3D Artist, and i've worked with some amazing talented artists: Udell, Adam, Josh, Cara and Logan. Art Director: Joe Olson. Shipping a title on a new device was very challenging, but it was also the most exciting part of…
Anyone know who created the Cinematic trailer for Batman: Arkham City? http://www.gametrailers.com/video/vga-10-batman-arkham/708342 (Edited to make Bal happy!)
Hello. We know that there are objects in far distances which are low poly, those are called LOD objects and will be replaced with a high poly object (or original object) when camera goes near them. The question is should I create them in 3DS Max or let Unity3D automatically generate them (is it even possible)? EDIT: This…
When i load my mesh (OBJ) and Baked normal map (PNG) into the NDO project creator and select 'Create new Project' all i get is my normal PNG on a locked background layer?
I'm trying to create a clamp function for use inside of dynamic functions (similar to the pow function in the library/functions/maths/pow...) so that I can reuse it easily later. What's the best way to do this?