Loving the scene so far dude, got a really nice retro vibe to it, especially with the wood panelling, I especially like all the mementos to family members little photos etc. I thought I would offer up a few points hopefully to help you out with pushing this to be as top notch as possible; as it is really good already. I…
I've wanted to make a game for quite sometime now akin to good ol adventure platformers. It'd be a lot of fun, I'd learn the processes, trials of making it and collaborating with others. Finally, I think I have a mate on board for the design and Modelling, now all we need is a programmer. Some of you may be asking why I…
Thanks to everyone who applied—really appreciated the portfolios. The role is now filled. Project Indie mobile game (solo developer), fixed-price contract; modeling +
texturing only (no rig). I’m developing a mobile puzzle game in Unity 2022.3 LTS (URP). I need a stylized-but-believable
marmot character (red with blue…
My current task as a junior (read: newborn) member of a very small indie team is to make trees for our UE4 project. Heh! I've read countless forum threads (including Polycount's wiki on foliage) and watched as many YouTube tutorials, and all claim to preach the ultimate method, be it cheap/quick, quite complicated, or a…
@poopipe Yeah I would think Unreal should support detecting mirrored uvs out of the box without any additional shader logic, do you have any additional tips on how it should work? @pior Thanks for the link to that thread, I've been reading through the thread and other normal map pages on Polycount. It seems like much of…
Looking for skilled 3d people who use 3dsMax v7.x+ and/or Photoshop for use in building models from concepts. These will then be rigged, textured and animated (by yourself if desired) and imported into the game, Dawn of War. Models usually range from standard units (3000-3500polys) to unique ones (5-7k polys). Bipeds will…
Hey Arman, I've seen your stuff around forums on the web. Thought I'd give some crits. Overall, the models aren't too bad, restrictions considered. Nonetheless, w/ such low tri counts, you really need to focus on the silhouette. Render it out and show just the alpha mask. Can you make out what it is? Second are the…
Effects Artist To apply, please send a copy of your resume and a link to your portfolio to jobs@unknownworlds.com We have an immediate need for a talented Effects Artist. You would be responsible for creating all weapon, structure and environment effects in Natural Selection 2. Effects like muzzle flash, rising smoke from…
I mean theoretically, if the vertex order stays the same. You could move bones based on closest point location and update the rig this way? It would probably break eventually if the changes are too big But if you can morph/blend from one sculpted state to another, you can automatically move the bones relative to that blend…
Hi all! New to Polycount, excited to start talking to everybody about 3D stuff! Anyhow, I was reading through this topic on Legend of Zelda: The Wind Waker's art: http://polycount.com/discussion/104415/zelda-wind-waker-tech-and-texture-analysis-picture-heavy and I went to go look at some gameplay to refamiliarize myself…