Exactly, sorry I should have been clearer. The guys actually working on the different aspects of the games are definately not stagnating, only the overall effect. Models are becoming ever more realistic, worlds more believeable but forgive me if I am wrong but it seems that storylines and plots have not evolved to fully…
Hello there, We're recruiting new positions, since we're always searching for talented and interested artists experiencing an indie video game development at the best. Mountainwheel Games is a creative, innovative, and dedicated indie studio that creates fantastic games for audiences of all ages. We always value our fan's…
Hi all, I am Laetitia, an Environment Artist from France looking for a full time, part-time or contract job as such. I am more familiar with semi-realistic style but can also work on realistic or stylized environments. You can see more of my work on my Artstation: https://www.artstation.com/laetitiabertrand Software: *…
Hey everyone, here is a Fluid Sim I made in python. I am still researching how fluid sims work and how to implement them. My goal with this project is to implement a way to bake a Fluid simulated flow map in UE4 for more realistic water movement in games. this same system should also be used to make a 3D flowmap of a game…
Hello, everyone. Here are my screenshots of my personal project. All of the assets in my library scene are my own creations that were modeled in Maya and Zbrush. The textures were made in the substance painter but the stylized book with the green light was handpainted in Zbrush. The scene was created in the Unity engine. I…
I got a copy of B2M with my Substance Indie Pack a while ago, but I've never really used it.u The thing is, while I can see how massively useful it is for the photo-realistic approach, I mostly focus on stylized hand-painted texturing, and generally dislike photo-realism. Since I already have it though, if it is great for…
Wow, thanks for the feedback! This is my first realistic piece so I have a lot to learn, but I'm probably going to first make sure my base material looks good, then step it up one thing at a time. I think my biggest issue right now is how to get roughness and metallic to look correct(good) and making sure dirt, scratches…
Thank you so much for the input @putka .
Indeed, choosing between realistic and stylized can be very difficult. For the realistic, i feel that i only have to struggle with getting the basic blocks right, and finding the correct texture. As for stylized, its much more than that. Ill keep practicing. and thank you for the…
I couldn't tint spec color of non metals (Cloth, skin, etc) on stylized models with metalness. Colored spec reflection isn't needed for most things realistic though (except fringe materials). Comparison above by @EarthQuake http://www.marmoset.co/toolbag/learn/pbr-conversion That second point in the cons of the metalness…
This should probably go in Pimping and previews section. Also, I'm not gonna vote in the poll since I don't think the options you've provided are really much different. What is CG realistic? If it's realistic it doesn't look like cg. Just seem like arbitrary distinctions. Anyway, my answer: if I showed this to someone…