Thanks to everyone who applied—really appreciated the portfolios. The role is now filled. Project Indie mobile game (solo developer), fixed-price contract; modeling +
texturing only (no rig). I’m developing a mobile puzzle game in Unity 2022.3 LTS (URP). I need a stylized-but-believable
marmot character (red with blue…
You might be confusing spec with roughness. but either way, White is most shiny, black is least shiny. and actually the diffuse should be darker, and the spec lighter. not both lighter.
still need some differential spec on the car. and having a bit of grunge would help a lot. maybe a noisy spec would help. Your reflection is reeeally intense.
Wow, spec is boring, tiles are all about the spec, the floor looks 100% clean. Any dried liquid would affect the secular and gloss, go crazy with it and push the specular farther.
spec is bright! Have you tried crazy bump? you can download 30 day trial :) from a diffuse map it can generate normal and spec. it's a good place to start.
Usually final but currently I'm working on something without finalized specs so I go with the largest size I could imagine it to use and will shrink it down once the specs are set.
With a small and dedicated team, we are currently working on a first-person tactical co-op game using Unreal Engine 5. The game features a realistic, military-focused setting with a strong emphasis on simulation and tactical gameplay. We are searching for an ambitious generalist with a high focus on art and tech-art…
While spec glossiness could be looking perfectly same as metal-rough ( if using same GGX highlight spot instead of Blin -Phong) when you add environment cube map with Fresnel and choose physically sound diffuse ,spec color and gloss values . Even if the energy conservation would be a bit off. It's off in modern metal_rough…