Hello. This is my first post. I would like to show my first environment project that I am building for my portfolio. I am using Modo 12, zBrush, Substance Painter, Substance Designer and Unreal 4 with GPU Lightmass to build this project. I absolutely love hotrodding and motorcyling. Where 3d is concerned, I aspire to be a…
I'm an environment artist, and I started my professional career during last gen where the asset creation pipeline was pretty straight forward and revolved around the following: - Props with unique diffuse/spec/normal textures, all within 0-1 UV space. - Tileable textures with or without vertex color blends (and blend maps)…
I hope this is the right forum section for this. I'm in the process of building a new PC and I'm having trouble choosing the video card. I know I should go with a rendering video card instead of a gaming video card. Here are some key points so you can help. * Specs: Cosmos 2, i7-3930K, Rampage IV Extreme, Samsung F3,…
Solo Game Environment Artist needed for innovative television production utilizing a hybrid production system. Live action and motion capture filming combined with real time compositing on CG backgrounds. We are looking for a talented game environment artist interested in working in a cutting edge video game / game show…
A few more suggestions : -Add default subdiv method in prefs so you can decide to use PN triangles instead of catmull clark by default -Allow to modify common properties of multiple selected assets, for example if I select 5 meshes, I want to be able to activate backface culling on 5 with one clic, change their default…
The entire low poly mesh is using hard edges and the normal artifacts appear around the perimeter of most faces. Bright normal map seams that follow existing edge geometry are generated by blending extreme pixel values from either side of a given edge. This type of normal map baking error is indicative of UV padding issues…
Here's an update. I've been working on this whenever I can in the last few months! What's changed from last time? - I decided to go with a more handpainted texture style, because I found that was keeping my interest more. - I realized that I needed to break up the texture and export things separately. The wall texture is…
Website looks decent but careful with those fonts you use this very thin classy font then add some Bebas for your subpage labels and your headliner has another font again in a different style. Decide for one, and remove that one writing your name on in your headliner about the work, the 2 highpoly shots look very well made…
I think that your latest rewrite touches on a very important bit: knowledge. As the game progresses, the player should get more and more hints as to how to solve the game. A way to 'autobalance' the puzzle difficulty, if you will. You should probably try to make it as enticing as possible to solve the game as quickly as…
I would say go modular - though not with 1 meter wall slabs. I would do a couple of walls and see which walls could I reuse in other sections of the house. A modular pipeline would allow easier navigation around the scene, would probably take less polygons in areas, and as previously stated re-usability of assets; for…