It seems lately I just can't get motivated, and its tearing me apart. Im scared to start anything because Im afraid ill give up too soon and fail, and when I fail it can be weeks before I can get back up. I really want to be character artist, but everyone talks about it being a hard gig to land and that is really not…
aye, neat just sharing a link to some lighting that i feel could be added here, it seems you might be going in this direction so anything that softens all of this "rendering scene", would probably go along way. https://www.artstation.com/artwork/xlY6m hope it helps that is it for my input.
Hi everyone, I'm currently working on a puzzle game project in Unreal Engine 5, but I’ve hit a wall regarding the overall look of my environments. I have three main areas I'm working on: * The Lobby * Egg Puzzle Room * Water Puzzle Room * 4. Puzzle Technically the gameplay works, but visually the scenes feel "flat" and…
It's mobile games models that are very low poly. Pc and console models are not that low poly any more. I had been tasked to evaluate candidates portfolios in the past and it's a hell of an annoying burden usually . They often look perfectly same , tell you nothing about a person as an artist when it's just generic hi res…
Hello, I am looking for a 2D artist to create some printable game mats for my card game I am developing. I need 4 unique playable card mats, in printable quality, 8.5"x11" in size. Each mat will have a unique character, one of the 4 playable races for my game, taking part in a epic battle. Below are some examples of play…
Hello, so I set the project to this main file, and opened the scene for this rig and this is what the viewport is looking like. Instructions for the rig are: Below are the steps to load the character’s textures: How to Load Textures in Maya Open Maya. Go to File > Set Project. Select the main folder of the project you…
The house and ground textures look great! As for the flowers, one way to simplify the scene is to "summarize" them to form connected blocks of blooms like you've done now, at least in parts, but since many of the inflorescences are tall and thin spikes, that doesn't work too well in this context. If you look at your…
Hey, yea I've tested the scene and it runs like a dream. It's quite a simple scene and repeatedly uses 48 material instances and around 10 decal material instances. The heaviest these scene becomes so far is ~190 draw calls. I could reduce this, but in the majority of cases from the perspective of a VR user, it tops out…
There's no real reason to not use UDIMs - it's just another texture set as far as painter (and anything else) is concerned. In painter they can be named and export presets can be built to output whatever file names you like (on the most recent versions at least). We're actually using the UDIM workflow in painter quite…
Yes I see your points, the general composition I've decided on is that the spaceship crashed through the ceiling but not all the way so bits of it are hanging through a hole in the ceiling which is also where the lighting for the scene comes from. As for story, I've decided that the astronaut survived for a little while…