Frell - Of course :) I'm sorry if this explanation is a bit confusing though, if you're lost at any point let me know and I can take some screenshots. Firstly create a new document in zBrush and set the dimensions to 2048x2048. Then import a plane and frame it to fit the full size of the screen. With edit mode deselected,…
Ok, how about I agree it's capable, but also agree that sony wont impliment this stuff right away. My points are that with a little creativity it could be used as an alternative to a purchace of a new PC and still have most of the functionality. My comments on the speed issue were based off the claim that using a single…
If you want to work in games, then ideally you would make assets that will be shown in a game engine, and would work in a game. Environment art in game development is a great option, lots to learn and achieve. A demo reel is less used in game development, as people tend to have less patience and don't want to wait even a…
Hello, I am currently designing an online, multiplayer Version of GLOOMHAVEN the boardgame. Having tried to program it myself in UNITY and having failed miserably, I am now looking for someone with coding skills, who'd be interested in developing an online version of it. Naturally it is meant for private use only. - If you…
We are looking for a talented 3D/2D artist to help transform sketch design of characters (based on Sugar Cubes) to a set of ready to use realtime game assets in Unity3D for a Game Jam. Ideally you will be working in 3DSMax natively and have good experience in putting animations into Unity3D for realtime mobile. The Design…
Hi there, Note: We do NOT require you to have knowledge of coding the UI in UE4. This is solely for the 2D artwork/PSD file. Circuits and Shields is looking for an expert UI artist to put together the UI for our main in-game HUD (and possibly further work on menus/game screens in the future). The first task, the in-game…
I just meant that Photoshop or any so called "color aware" soft just read image file sRGB , aRGB etc flag form metadata. It's no much different when a game engine assumes all color textures be sRGB. You just know it and input texture that way. Reading from metadata IMO seems redundant for me. And with the magic I meant…
okay this is still WIP, but kind of liking this hanging garden of babylon test scene. This is not a functional level, just wanted to get something together quick to see what this art style might look like and what it will take to actually build it. I made the scale of the building halfway realistic, and it is nice that you…
For me eyeballing everything have always been an only way. Because it's totally depends on your renderer and default tone mapping , auto-exposure and AO. For example anything brighter than 190 is completely blown away in our engine . In Unreal it would be probably grayish and we use same style of PBR as our programmers…
II don't think ACES is a tone mapper , it's rather what they say Color Encoding Standard we already had gazillion before. The one that stores linear true color values whatever energy the light source is. Still whatever different way colors had been encoded in your files with properly set color management you have to see…