Are you looking for a team of dynamic and talented people who are passionate about video games? Are you looking for a studio where diversity, open-mindedness and creativity are omnipresent? You’ve found the right place! Following the development of many successful titles on iPhone such as the Modern Combat, Dungeon Hunter,…
Oh I didn't even know this courier, just looked him up. *dramatic music on* Well Dango wasn't as majestic as this fine, awe-inspiring specimen of fish, rather a fairly shabby-elephanty blob (no offense to the creator intended). I'm certain that with this courier's superior elegant style his bouncing movement would become a…
I'm having an issue with the glare camera post fx in mental ray. It works fine with single F9 renders but in animations it seems to ignore it and i'm losing the glare effect. I have the luminance (unitless) value under self-illumination of the Arch and Design mat keyframed so that it increases over time. My renders show no…
Yeah. I should have explained better. Scan Store provides full body assets. They come with a 5 subdiv level Ztool and the following maps: color, normal, roughness, specular roughness So the geometry is not baked to a displacement map. You wrap and transfer the geometry details to your own model and export the displacement.…
This was only intended to be a quick piece to work on, but it's ended up dragging on longer than intended for various reasons - chief of which has been that I taught myself Substance Painter to work on this! I need to tweak the spec a bit for the steel, and obviously I need to add in various bits which are currently flat…
Xnormal also comes with a free dilation plugin for Photoshop. In my experience it works better than the Flaming Pear one (which I used to be a fan of, but the blurring is not helpful when you look at how the MIPs are subsequently filtered). Photopea has an even better dilation filter, probably the best I've seen. Blazingly…
Hey everyone, I'm about to get started on my next portfolio piece. Following some advice from a few companies I've been in touch with through LinkedIn, one thing my portfolio lacks massively is any kind of organic/natural environment; trees/water/grass etc. So I've decided to attempt an environment which includes all of…
This should be a good one. But im of the opposite opinion of jox and i loved Megaman Anniversary Collection, and still when i got spare time and am at a computer i'll go to nintend8 and play the hell out of the megamans. So I can't wait for this to come out.
Ghost Lake https://www.artstation.com/artwork/bg530G Ghost Lake is a project I have been working on in my personal time. My former lead at Mountaintop, Andy Kreutzer, told me to improve my Unreal Material Skills. I thought a fun challenge would be to create an Ice Material. Once I finished the Ice Material I tried to make…
What you're asking is dependent on a lot of factors. What type of game is the scene intended for, what's your target platform, how much time do you have, what in the scene is most important as far as visual fidelity, etc. It's something that you will need to learn to make judgement calls on. Even if this scene is intended…