This job is a four to six month long contract position, 40 hours per week, working on site. Must be local to Austin, TX – relocation is not available for this position. The Contract Texture Artist will work closely with the project’s Art Lead and Game Director to create exciting, lively art pieces for Armature’s latest…
Quixel, Marmoset, and Polycount are pleased to be announcing the winners of our Petrol/Blood contest. This contest asked artists to create a depiction between a rider/pilot and their mount/vehicle as if they are participants in a vehicle deathmatch tournament. Emphasis was on next-gen PBR rendering systems and artists were…
Hello, I'm looking for critiques and things to work on to improve my portfolio. Any C&C would greatly be appreciated. Tear me a new one if needed. Thank you, Eli Site: http://elisassenhagen3d.wordpress.com/
My longest post ever, incoming! As some people might have seen I was running a five day marathon of making one mech per day, and livestreaming for 8 hours. I wrapped it up two days ago, and thought I would post my thoughts about it here on polycount aswell :) I have been meaning to implement lots of changes to my workflow…
Hi there, I'm struggling to understand how calibrated albedo maps are actually made. There is so much talk about PBR, how it's wonderful, physically correct awesomeness. But not even Allegorithmic has any information on how to make a calibrated texture. Let's look at an example. Pretend that I want to know what is the…
I see where you are coming from, and you might have actually changed my mind to experiment with PBR. When I started this model, I wanted to basically recreate what I saw in the reference image. I only wanted to hand paint it because that is something I am somewhat familiar with, but this may be a good chance to branch out.…
$30-60 per hour for art. If you're inexperienced, instead of charging by the hour (you're going to make mistakes, you're going to redo things, and heck, you're probably slow) work out a per project rate that you think is fair. That way the company won't be paying for your lack of experience. As someone who has been on both…
Been quite busy with some work, my own indie and some practice art anyways been reading on PBR a bit, some hard surface techniques/techniques in zbrush, some rough practice anyways here's a WIP partly on my freetime to try out some hard surface sculpting techniques in zbrush also experimented a bit with some PBR texturing…
Check out the original stylized PBR Dagger. http://polycount.com/discussion/135431/pbr-dagger All the depth information was captured from the high poly sculpt and stored in a normal or height map. There are no shadows in his Albedo because with real time lighting, the goal is to recreate any lighting condition. Only if a…