Hi guys, I'm looking to contract a 3D artist to create game-ready (real-time) assets for a new Unity game currently in development. The game is a (futuristic/sci-fi themed) Factory/RPG, for PC only, top-down/isometric camera. The entire project requires roughly:* 40 sci-fi buildings (1 model each + simple animation loop)*…
It's sot of hard to resist , a subject somehow looks ok at close inspection that way. Same issue you have when draw something on a canvas up close and often need a few steps back and try to catch an impression your work lefts in a corner of your eye. While Zbrush does it automatically since you go from low res to high.…
You're right, I should add that we're developing it actively and currently use it at our studio for 2+ years now. While we were building it to improve our pipeline internally, we realized it's this is also problem a handful of other Artists and Studios had so we spun it off into an open source project of its own. The…
just discovered control panel for youtube; hide ads, sponsored videos, hide the youtube shorts shelf and other customizable toggles Chrome: https://chromewebstore.google.com/detail/control-panel-for-youtube/lodcanccmfbpjjpnngindkkmiehimile?pli=1 Firefox:…
Maybe it’s a good idea to reuse some of the louvers to save UV space, so I can scale up the shells even more. I just don’t want it to look too repetitive — so I’ll see how far I can push it. And yes, I’m using a full PBR metallic/roughness workflow. Here are the textures:
I think you just need to emulate the Gothic II lighting better, if you want to match the original look and feel. Looks like they used very simple shaders, with only diffuse and specular, and some baked low-res shadow maps. This was fairly common for games in the early 2000's.
Full Court Tennis (FCT) is building a pro-level biomechanical analysis engine. We are seeking a high-level Technical Artist/Engineer to build the bridge between raw iOS skeletal data and high-fidelity MetaHuman avatars in Unreal Engine 5. Budget : 50-100hr depending on experience The Role: This is not a generalist role. We…
The main drawback of asset packs and material libraries is that they cover too small square area like 2x2 m and designed for tiny texel size. Those materials are just flat snapshots, no way to change details distribution or re-composite easily . Also you lose a way to do any conscious art selection what key things to show…
Excited to present RUDOLF , A project I started to study the crash bandicoot and spyro universe artstyle! It has been a fun project and lot of learning! Concept by the amazing Nico Saviori Checkout the Artstation Post👇 for Breakdowns and behind the scenes🖼️! 👉 Artstation Link : https://www.artstation.com/artwork/DLbwBn 👈…