Malice Paradigm is officially initiating core asset production today for our upcoming T-rated psychological horror game, "Teratophobia." We are starting with an accelerated 14-day development cycle to build a self-contained 7-minute Game Jam Demo. Voice talent casting is already locked via Casting Call Club, and we are now…
Hey bud, I broke into the industry without having gone to school, and by just following tutorials. Its definitely doable. Its all about the portfolio and portfolio direction. Right now, your portfolio says "product rendering", which you could lean into. I'm not 100% sure but I'd assume someone who is good at producing…
The project im currently on is running high in the polycount numbers and with edge faces on the frame rate drops dramatically... I use a combination of "Shaded+Edged Faces" in the view port when modeling. The same number of polys on screen with edge faces off is fine, but when I enable edge faces frame rate drops...anyone…
Hi, I don't know if you still need people for your project, but I'm available as a concept artist for character, environment, and props if needed. In my working method I use blender to speed up my props and environments. Here's a link to my portfolio :…
Hi everyone! We’re a group of final-year students from the University of Hertfordshire. We’re creating a sci-fi cinematic trailer for our game SHIFT in Unreal Engine, and we’ll be documenting our process and progress in this thread with regular updates.Feedback on anything (story beats, environment art, lighting, camera…
Oh well if thats the case, go canon, get the 5D because its full frame, get the 50mm 1.8 for $100, and look at the 85mm 1.8(same crop as the 50mm 1.8 on your D90) or the 100mm 2.0 either for about $325. Unless of course you're used to that crop 50 range, and dont really require much more. If you're not doing a lot of wide…
Services: My name is Alejandro Valero, I am pixel artist and animator, and i made other styles too. I am currently working part-time flexible on an indie project. So I have flexible part-time availability with another project. For flexible part time I can work up to 4 hours a day from Monday to Friday, but sometimes as a…
Hey everyone, thanks for the feedback on this piece — the anatomy critique on the foot was correct, so I went back and fixed it. I've updated the image in the original post with the corrected version. Quick note on my workflow, since it came up in the comments: I work with AI generation as a starting point and do extensive…
Something that stuck out to me in your 'SCP Office Prop Breakdown' is how dense a lot of the props are. How are you creating those props? Are you baking down from a high poly mesh? It looks like you might be creating those props using face weighted normals with no bake (no curvature, normal bake)? I'm a little confused.
Why do we have to "normalize" our normal maps? Here's an example that hopefully helps illustrate it! Notice how the lighting is messed up in the edited normal map. You can't see the windows anymore on the dome and donut, and even the flat background is reflecting the wrong colors. This came up in my last post; I shared…