@CreativeSheep "From what I see with PBR rendering is, depending how realistic one wants to get, they should understand the real world material and how it is effecting by any time of natural or un-natural elements. It's not so much as to say, I want a brick wall; rather, what is the brick wall surface history and that is…
Hey Austin, I think a lot of people fresh out of college deal with the struggle you're dealing with. I think the biggest thing I can recommend is to focus on what you really want to be working on. If you want to do 3D Environment/Prop art, you shouldn't be spending your time applying to QA jobs. Focus on the things you…
Agree with North, I prefer to just have a column of full res (1200+ pixels wide) images with no thumbnails. And by pick a focus I mean more like pick environment art or character art specifically to improve on (at least at first) because it can be really slow to try to work EVERY field at the same time. You can work in as…
Do you have a normalsmap applied? In that case, try to unlink it from your material, save the material, then plug it in and save the material again. Dunno why but this seems to solve a similar issue I had recently. On another note, I'm in need of some help myself. There seems to have been some rather awkward bugs lately in…
i don't think the hardware of macs is necessarily better, perhaps the configurations are bit better tested since the turnaround of models isn't as quick as with the PC's? they do come with an OS that seems born to run on a mobile machine tho, it's quite a joy to have that over windows if you are not application-restricted.…
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Hello everyone. Few days ago, I opened this thread https://polycount.com/discussion/comment/2734111#Comment_2734111 concerning the basic pipeline to follow when you want to make a game asset. I've received the answers I needed to start a project and try to follow the "checklist" of the 3D Game Artist. BUT of course I'm a…
Hail and well met! My name is Adolfo, cofounder and developer at Hail Studios, a new game studio. We are focused in the development and commercialisation of new games in different platforms, mainly iOS and Android for now. Our current project is Unnamed 101, a game developed for iOS that takes place in a fantastic…
looks like this assumes that the displacement gets applied to a tesselated (not smoothed) surface. then this result should be correct as it has to displace the angular lowpoly to the smoothed shape. what does this look when applied to the model?