Dark Blender: the ultimate tool for game asset creation: https://vimeo.com/151433064 Hi, i agree the name of this topic sounds weird but it is actually true, i have made a script able to generate a game asset and the textures ready to be exported to your favorite game engine in one click from your high poly. This project…
I've been wanting to expand my 3d social network, so tonight I broke down tonight and got a Facebook and a linkedin. Is there a polycount registry somewhere to connect with other artists? Or, what's the best way to do that? I haven't had a social network before, so I'm not really sure of how that works. Could we start a…
Greetings, My name is Sargis Ter-Grigoryan and I'm a self-taught 3D Artist. I love to play the video games and I enjoy when I am creating contents for it. I mostly use these 3D softs in my workflow: * 3Ds Max * ZBrush * Substance Painter * Substance Designer * Marmoset Toolbag 3 Here are my latest personal projects: Check…
Now I'm just confused about the PC port. I see people saying that it's a good port, but then those same people mention a lot of the huge glaring issues that made Ghosts a waste of time and money. I'll probably wait at least a month before picking up the game, it seems like the game suffers from some of the flaws that…
Hi all. I'm the project leader of a new project coming out around mid 2006. The game will be based on the Quake III engine, and is called 'Oceans' or 'Oceans32' at this stage of development - atleast as a project name. It will be the first feature game from Root32 Interactive - a subdivision of Root32, which is a…
Unless I am mistaken, the light/medium/heavy weight classes can be pretty much ignored by the skin painter. The mod tools expect specific names for the vehicle entries, which then point to the files on disk. If the names are correct it figures out what armor class it goes under. So the best (easiest) thing to do is to use…
What does a texture sheet and UVs look like for these assets? Curious how much UV reuse. And what about the bottom? Are these going to be rigged with physics, and thus tumble-able in-game? The bottom could conceivably use lower texel density, or reuse the same texture as the top, etc. Also, are you baking an ambient…
Does anyone found anything truly new and useful there ? I see Splatter v2 allows dense details with tiny scale but still does same aliased depth combine and bad alpha for something like tiny twigs or grass blades. I am still using old fx-map nodes instead . More controllable and easier to modify. Anything other new and…
My name is Ariel Marshall. I am a 3d artist experienced in both the broadcast and games industries. Unfortunately due to the current economic situation the company I am currently working for cannot afford to keep me, so I am looking for other 3d work opportunities in London or freelance, to request my CV, references and…
Hi all, I've got an excellent company who is looking for Operations Director, this high profile role is working with some of the largest names in the games sector. A flagship role within the company Heading up a team of creative and ambitious individuals you will deliver the strategy, management and implementation of all…