ABOUT ORION: PRELUDE: ORION is a retro-inspired game series built on classic fundamentals that we have grown up on. It brings fast-paced gameplay into a class-based team shooter world. It then throws all of this into a blender coupled with Mechs, Jetpacks and Dinosaurs. You can learn more about ORION at: Spiral Game…
ABOUT ORION: PRELUDE: ORION is a retro-inspired game series built on classic fundamentals that we have grown up on. It brings fast-paced gameplay into a class-based team shooter world. It then throws all of this into a blender coupled with Mechs, Jetpacks and Dinosaurs. You can learn more about ORION at: Spiral Game…
ABOUT ORION: PRELUDE: ORION is a retro-inspired game series built on classic fundamentals that we have grown up on. It brings fast-paced gameplay into a class-based team shooter world. It then throws all of this into a blender coupled with Mechs, Jetpacks and Dinosaurs. You can learn more about ORION at: Spiral Game…
Gameloft Barcelona, the studio behind the mobile gaming hits Despicable Me: Minion Rush and Asphalt 9: Legends is looking for a Senior 3D Environment Artist to join the team. About Gameloft Leader in the development and publishing of mobile games, Gameloft® has established itself as one of the top innovators in its field…
I've been struggling to determine if my work is on the right track or competitive enough for the industry. It’s been challenging—I’ve been out of work for a few months now, despite applying to many studios. I’d really value a fresh perspective on my portfolio to understand how I can improve and better align it with…
Topology is slightly dense for my liking but then again no rule of thumb applies, basically whatever works for class A surfacing your mesh. Only crit, is the rear lower quarter panel there's noticeable minor distortion I'd add a reflective car paint material too check for possible shading issues.
Hi Fireflights, glad to see another lurker posting, we're always happy to see more artists around. A quick note--if you really want to get the most out of your involvement with polycount, you need to post. Lurking lets you see but doesn't let you be seen. There's a lot of good work here, but you'd be drawing more interest…
I used to: Model using almost only extrusions and some bevels due to fear of having bad topology, avoiding triangles and ngons like plague. Now: I use chamfers, booleans, bevels and every tool and modifier I know to break the shape, prioritizing form over topology and making my life a lot easier when unwrapping. I used to:…
It's done deliberately to reduce mipping artefacts when you are viewing from a distance What you're showing here is the opposite - your texel rate is too low for the screen pixel rate and you're getting filtering artefacts as the GPU scales the texture up. I'm not sure what you're viewing the examples in - I would…
i never done any shader stuff. This is my first attempt to texture. Trying to figure out how things would work goal is cinematic quality render and planing to build VFX effect on top of the model in Houdini. I started to wonder this because i did plan to make small camra rotation and movement in Houdini when VFX takes…