Surprised there wasn't a thread on this subject that started to make the rounds on the Interwebs. So, two pro-consumer videos from Jim Sterling and Totalbiscuit: [ame] https://www.youtube.com/watch?v=cPUToCNq-iA[/ame] and [ame]https://www.youtube.com/watch?v=k1-0dgDsCtw[/ame] And the Escapist, providing a contrasting take:…
Hello Polycount, NetDevil is currently hiring level designers for an exciting next-gen game. Here is the job listing. More information on NetDevil can be found at www.netdevil.com Thank You! ---- Level Designer Position This position will be responsible for producing levels for a cutting-edge, innovative FPS-style game.…
Hello fine folks of Polycount, I'm looking for some advice on how to pick concepts to work off of that are appealing to recruiters and the artstation community to get noticed and hopefully network and find opportunities. I've made 2 finished portfolio pieces so far (that are far, far far from perfect) but even in their…
Hey thanks for your feedback again. I want a more practical look to the fin on the shoulder that why I add more fin to work like a filter that can spun up or down. It also help to hide the inside compare to just one piece. I will have another look at the texture.
if you're looking at conventional (non-ML) algorithms there really aren't any very good ones for inferring a direction of flow from an arbitrary cloud of points cos it's just not a thing you can express mathematically. ML is probably the answer to this one. it's an ideally suited problem ... That of course means you'll be…
i wouldn't recommend to pay for a $600 course from an expert that only has 15 hours of video for a task that requires hundreds of hours per asset. That seems more like a course that may be helpful if you are already pretty far along and are looking for a push to get to the next level that you can't get to on your own. If…
Hi everybody. I have a very persistent problem I seem unable to solve. I am working on a model and to save texture space I mirrored some parts. The process I follow in From Blender to Substance is: Unwrap and straightenmy UVs -> Apply my Mirror modifier -> Offset the position of the mirrored UVs by exactly one UV tile to…
Thanks for all your contributions, your support is highly valued here! And thanks for sharing your progression, I think this is helpful for other game developers to be realistic in assessing their own careers. It’s not easy sometimes, and game dev can be a real pressure cooker, with all kinds of bad management practices.…
A short description. A hard surface practice that grew out of a simple blockout doodle. There were two goals in mind. Firstly, explore ways to add tertiary details to the polymodeling workflow. Secondly, make the modeling process more streamlined and welcoming for design adjustments. The third goal was to relax after work…
Some feedback / thoughts: * Generally speaking don't render with a black background; aim for a dark grey like Polycount's background colour. * The DDO texture presentation isn't that practical if you want people to critique your textures / uving * I would avoid using the detail presets in legacy dDo. They can be helpful…