Hi! I run a small indie studio working on our first game, and we’re looking to hire an experienced 3D environment artist for a paid consultation. We’re currently stuck on defining an environment art style + production pipeline that’s eye-catching, but feasible for a small team. Our target vibe is similar to Spark Ignites…
Pior: Yes I thought of that as well but it would only work if the top poly had a perfect normal for the operation. If say the top poly or polys were capping a very curved surface then you would be projecting to some averaged normal plane and it would not work in all instance. DarthNater: If your only checking for a…
This week I completed the baking process and cleaned up all of the UVs to ensure everything is optimized and ready for texturing. I’ve started texturing the sniper and have made solid progress so far, focusing on establishing the core materials and surface detail. In addition, I modeled a gun case to help strengthen the…
Honestly I think it looks fine, it looks like it belongs in a lineup of background characters for a film like monsters inc. That being said, it would be nice if some of his clothing/accessories were more designed. Right now it's basically a stylized, humanized bat(creature) with a normal baseball jersey, and a regular…
Hi everyone, new member here and in need of some help! I'm currently trying to finish up some material to use in my first portfolio. I thought I would start off with this old model I worked on last Jan. I originally started it for MSTS1 and after doing a little texture work, the project was then put on a back burner and…
Some of the photos of my progress. I have added more detail and fixed some of the shape and dimensions issues. I am still working on the rope on top of the sheath, but I am about to sculpt some wood and metal details in ZBrush. I will probably keep it fairly simple and focus on just the big shapes and details, such as the…
Yes, variation came to my mind also (you got this far might as well go all the way with it). Can see the pattern on the green elements and it was a little meh to me, but otherwise i can understand how complicated these graphs can get. Makes me appreciate alternative sides of the production pipeline. Otherwise this is kind…
Hey guys, is there a way for objects to recieve a shadow but not cast one? we are trying to add grass to a level and want to use lightmass of course, but if the grass casts a shadow and gets lodded away there are big black spots on the map - of course we would like to have trees or rocks casting a shadow on the grass…
Your assets look okay but need a bit more character, don't be afraid to leave 90 degree land, thicks and thins to add character/style. For low poly work it's too expensive for textures, your not getting the benefit of having all unique UV space (which looks like what you've got going on). I'd invest some time on something…
Alrighty then, after years of just making lowpoly models with basic very basic textures (I work for a mobile game company) and being too lazy to keep learning in my freetime (yes I know..), I thought it was time to finally take a proper crack at something that can go along for modern pc/console games. I thought it'd be…