Do you have any reference for this room, or are you eye balling it, n what ever you think is cool in your head? your wall and floor texture scale is WAY OFF! the crate textures dont look like crates. it looks like you box maped one wood image onto a box. look up real life reference images for everything and match that..…
Rigging something like this is mostly about looking at what you want to directly control, probably the top platform, and then working your way front the start and end of the chain to make that work. For this you'd start with the pistons and having a track to constraint have the top half of the piston looking at points…
Hey guys i though i would try and enter the EVE design a ship contest and would like some crits. thx The stern: and the Bow: I know that its a little wide atm it will be thinner towards the bow of ship
building a following isnt something usually happens quick, consistently push good content and people will follow you i am sure there are shortcuts with some social media trickery. but at the end of the day, if you want a quality audience, your audience, you need to deliver the quality content they seek. Our ~53k followers…
Yo! It's been a couple of years or so since I've been active on Polycount, so I wanted to change that with my new environment project! For this one I want to make some kind of interior space, which is smaller in scale than the Sunset Glade environment I finished a couple of months back. This will make for a nice contrast…
Also, since the human body is (mostly) symmetrical, a three-quarter or similar view should give you all the points in space as far as visible in that one image. Any point on one half alone could be anywhere in space between the observer and infinity, but the symmetrical equivalent locks it in. Comes with the same caveats…
Hey all, While trying to make my foot in the door of the gaming industry I've received an env art test that is due next week. I want to get the ball rolling on this but one thing is holding in the back of my mind. I see many environments where any tubes or anything going into floors/ceilings have the ceiling mesh aroud it…
We're looking for a skilled Blender artist with a strong creative eye to transform 2D illustrated cityscapes into optimized 3D environments for our interactive web experiences. You'll be the technical bridge between our hand-drawn illustrations and real-time Three.js implementation. What You'll Do * Create 3D blockouts and…
Awesome, and yeah I've always really liked that sample rock in the UDK foliage demo. I show it (and GW2 environments) to programmers in hope of persuading them to use such cool shaders. :) I've noticed GW2 is very shader heavy. Another example that comes to mind are the plank bridges in Lion's Arch. They seem to have the…
Hey bud, I broke into the industry without having gone to school, and by just following tutorials. Its definitely doable. Its all about the portfolio and portfolio direction. Right now, your portfolio says "product rendering", which you could lean into. I'm not 100% sure but I'd assume someone who is good at producing…