Hello to all! I am a 3D Artist looking for work, preferably in a creature/ character artist position to any studio or group looking to add a high energy, positive member to your roster. However I am open to freelance work as well. To any Recruiters out there, I am currently located in the Austin, TX area but I am willing…
Hey guys n' girls. I've just landed a new fulltime gig as a 3D generalist which will be starting in a few days. I'm pretty confident that I can do the job, but up till now I've always worked as a freelance artist (and this job kinda came out of nowhere). Now Im just not sure what to expect for the most part, so I was…
What jobs can I get in non-gaming industry space? I have a degree in 3D digital design and have done 3d environment art work in the past. Mainly right now, I’m a game designer that does gameplay and some narrative design. I got some programming skills but I’m not a programmer at heart, I’m actually pretty bad at it if I…
Environment art is probably somewhat more in demand but doesn't mean it's easier. Character art is one of the most difficult roles to get into, highly competitive and requires a wide array of knowledge, especially anatomy. Based on your current portfolio, I don't think character artist is a viable path. But at the end of…
Absolutely, this level of visual quality means nothing if the game isn't playable. There isn’t a new update yet, but the trailer just dropped recently, so it looks like they’re actually going to release it and he’s working on it. He’s probably the one handling a huge chunk of the animation and character work. I’m really…
Me and a co-developer are n the process of learning how to make a stylized 3D game close to the realms of remakes of Zelda wind waker and Spyro. Other art references comes from crash bandicoot and sky. I just don't know what the next step is from block-out level to actual design in terms of workflow. It has been bothering…
@gnoop, I am working in speedtree currently and got decent results making use of the lighting settings tab. Below screenshot is in unreal. Overall the lighting is decently soft looking, without the hard contrasting shadows. My material is albedo/opacity and SSS only. The SSS texture I bumped up brightness just a touch. In…
Well done on the prop! In the future try to avoid N-Gons, it's good practice to make your mesh have only triangles and quads, especially for games. Secondly, your textures are fine but they seem too proceedural. Try to break up the edge damage (like multiply a grunge over it). You don't usually get mud on a camera like in…
i think you only need to think in term of output. what you need in the end is - a low poly model with clean topology and uv - a very high poly sculpt with lot of fine detail. - your baked map of albedo / roughness / N / P / height / AO ..... How you get this is your choice, there are no better way than other, it's a matter…
LoL sure use a high to low workflow thats clear. Hard to make out if they use normals + diffuse or diffuse only with higher polycount but likely diffuse only as you said, yes (As I thought both use normals, that would have implied Dota2 uses normals too - aka what I said) Dota2 uses normal / spec / fresnel etc the full…