I've finally launched my new site featuring alphas/stamps made from 3d scans, its called Surface Mimic. Back in August 2011 I posted examples of some of my experiments to ZBC and here at polycount, and thanks to the feedback and encouragement from you guys, this is the result. Special thanks to all the beta testers who…
Welcome to our Dota 2 Monthly Community Competition #22 ---- Special Update (Edit: fixed the deadline.) Since we have the new bloom deadline till January 19th, we at polycount decided to extend the contest to match the newbloom event, but we are keeping the prizes for the original deadline for the new extended deadline we…
Word to the wise: Regardless of if you get hired or not, always keep improving as an artist. There are a lot of resources available online for free to achieve this, and all you need to learn is how to ask the right questions. Honestly I would apply anyway, even to senior positions. You can skip applying to lead positions.…
Hello Polycounters! As promised, here is my sculpted bark texture tutorial. I hope this helps anyone who has had some trouble sculpting tileable bark. I would like to thank all the artists out there who take time out of their busy schedules to make tutorials like these. Artists like Scott Homer, Damien Lazarski, Alexandre…
+ really sound advice guys, thank you I am happy with my current gig, although I think I would be even happier in a game studio or at least a studio larger then the one I am currently in. Love the people, fantastic place to work but I can't help but feel that I'm missing an opportunity to grow and learn more from others in…
Hello. I'm looking for feedback, and hopefully I've finally come to the right place. This is the cover I drew for my 1k-page book: Now the first (and at times the only) question I tend to get is, "What is that unreadable graphic at the top of the image?" That's the word "Duality" spelled as a death metal logo. The logo's…
Fair enough, they are similar but not the same. Ultimately it's up to the programmers to decide which engine will meet the needs of their project the best. I would definitely try to look into art asset production, at least for a prototype of your game. You should check out No Heroes by DrunkenLizardGames:…
Retopology Sorry for double post but I wanted to keep this request separate from the Viewport testing. I have refrained from giving any feedback on the retopology because I felt it was too big a task currently, but since it's now being discussed I'll offer my opinion. Totally in agreement with Mightypea on this. I would…
Great list of feedback BringMeASunkist. You can toggle the ground plane by pressing C, and it is possible to propagate mask tweaks to all maps by CTRL-clicking the mask button for any detail element or material mask. You can quick-export maps by pressing the small save icon next to the previewer toggle, although I agree a…
Bugo, Brice & Illusions: I like your idea of the vertex texture blending, I think it would be very useful, and quite fun actually to see this in realtime as you paint! I have added it to the wish list :) And you guys are right - I think cgFX/HLSL would be the way to go. You could create a shader material which displayed…