Hiring Environment Modeler/Material Artists for an in-development low-mid budget science fiction film. Working from existing concept art, we are creating several science-fiction themed environments via Megascans, Substance, 3DsMax (or modeling platform of your choice) to be used in virtual production via Unreal Engine…
Hello Polycount I am new to these forums. Having discovered this great community through google actually :) I hate to have to ask for help first thing i do. As i feel one must contribute something before asking. But anyhow, here goes. Working for a smaller games company in sweden developing shaders in HLSL. I use the .fx…
Hello, my name is Jack Williams. I'm an English speaking 3D game artist, specialising in environments and prop creation. I'm currently seeking remote or in house work, freelance or full time. Portfolio: https://www.artstation.com/jackwilliams Contact: Jack.williams93.jw@gmail.com Skills - Hard Surface Modeling - Modular…
I love the updates. The noise control on the foliage is really well done. But I'm still confused about whether this is an interior or exterior scene? It seems like for the cave you a clear composition and focal point in mind. The exterior exploration has really good lighting and accompanying material work at this point. Is…
Oh, actually by carbon fiber I meant stuff like this: http://en.wikipedia.org/wiki/Carbon_fiber-reinforced_polymer not just the carbon fiber woven fabrics. So usually there's a layer of clear fiber glass of top of the fabric, which at the right lighting could have it's own specular and reflection, so its usually very…
Hi everyone. First post :) I am wanted my first post to be some amazing artwork but never mind, I have had to post in my time of need. I am currently studying game art at Teesside university and there is a model I need finished rather soon but I am having trouble. I am creating a flying mustang for a sci-fi game in UDK and…
Hello, I'm new to Polycount so I hope I'm doing this feedback thing right :) Recently I applied for a 3D Artist job and I had to do this assigment: creating a mid poly ( under 20k tris) 3D model of Peterbilt Cabover truck with Diffuse, Roughness and Metallic maps for a mobile game. I ultimately didn't get the offer, so I'd…
So, I was browsing polycount today when I came across the below image (weapon on the right). Immediately, I knew I wanted to turn it into a Quixel smart material. Problem is, I am not sure how I would go about making such a texture. Normally at that point, I would go and google 'insert texture description here' texture and…
Hello all, I'm currently creating a car paint material in UDK, in my current setup im using a Fresnel multiplied by a constant to create some dark rim lighting, the only problem is that I don't have much control over the Fresnel falloff, once I've increased the value past '1' I start to get a hard edge (Image below).…
As the title says, what's the general method for managing materials and textures so you have total consistency? Let's say I'm making a modular road and sidewalk system. How do you keep everything in order? Just gathering opinions and options from experience. Thanks in advance!