Hello, my name is Pat Ratanapol. I'm new 3D artist looking to break into game industry. I'm looking to work as 3D Environment artist. You can check out my portfolio site at www.patratanapol.com. I am able to work anywhere on-site as long as it's located in the U.S. or any freelance work (off-site). Looking forward to…
Hey everyone. I am a freelance animator and have been working remotely and in-house primarily in the film and advertising sectors, but I also have experience working on AAA titles and various indie games as well. I am always looking for a new challenge and am quick to adapt to what ever task is thrown my way. If you would…
Hey, I've made a sword for doom and I'm looking for feedback. I can't really put my finger on what's wrong. Looking for constructive criticism, like "the textures suck because ...." Also, tell me what you think of the overall idea of the sword
Greetings Forum members, My name is Ty and I am the project manager at Creative Game Tech. We are looking for Strong, Self-motivated and Team players to join our project. I have posted here in the past and had tremendous success. As we are growing we now have open positions to fill. We have been live and working for two…
Latest ------ I would like to hear impressions regarding this scene. I've been looking at it too long so I'm not 100% regarding the light, colors, assets, etc. It's kind of supposed to be more on the stylized, exaggerated side of things. Think Overwatch but not quite on that level of everything being bulky and modular.…
Pretty cool. Looks sort of convincingly cobbled together. Close inspection I see the hilt bind and string is repeated on all blades, but you really have to look. Well done.
Designer is not a quick way to do things actually and final substance may be so complex you could hardly able to tweak anything in the beginning of the node flow. It's often like a house of cards. You touch something and it no more looks real. Especially with the scale of things since you may need to size in sync every…
Hello polycount, I wanted to share an indie project that I am working on with a friend. I've been a little hesitant about posting about my game because there are so many amazing artists on here that make me look amateur in comparison but I've decided I'm just going to have to grow some tough skin. If you happen to be…
While the face normals (the one from a center of each triangle ) looks perfectly up those normal are derivative as a median of vertex normals in triangles corners. The bottom left corner for example , clearly not 90 degree up . it's what creates shading gradients. Face weighting, or direct normals editing could fix it .…
Hey there, Polycount! We’re Dan and Panzer from No Goblin! We’ve made unique games with heart like Roundabout and 100ft Robot Golf, and we’re now looking to grow and build a unique, diverse team for No Goblin Game 3 and beyond.Our goal as studio runners is to build the team experience that we wished we’d had back in our…