How do version numbers for software or builds work? Is there a universal way of doing them or are there many ways of using them? I had been working on a boardgame in my spare time called JIZZ WIZARDS! using a pbwiki, and have been using a version number for updates. How it works is, version 1.0 is reserved for when I would…
While we're waiting for the GECK to drop, I've taken up a few projects to get back into 3D work. It's been a loooooong time. The Chinese Assault Rifle was notably absent from Fallout 4, and since nobody on Nexus had taken a serious stab at it, I figured I might try my hand. While I did sneak a peek at the high-poly model…
Hello, We're developing a survival game that is now nearly completely prototyped. We're looking for one environment artist experienced with, or interested in learning how to make modular environments. The systems that are already prototyped include: 01. Player Health 02. Character Movement 03. Team Selection: American /…
My main crit has to do with the moss -- it looks okay for moss on the ground, solid, but for patchy bits growing between cracks in stone i think it's way too green. 1. I think the moss is too constant between the rocks. It could be broken up a bit, i've never seen moss grow that evenly in *cracks* -- over whole surface,…
Thanks for upvote. Enlighten in fact does an unwrap and packs all static geometry by itself. You can 'Preserve UVs' to use your authored ones, but in my scene most of them are auto. unwrapped by Enlighten. Then, it packs them based on proximity or manual 'atlas tag' value into real-time lightmaps. Those lightmaps have…
I think it still suffers from the same,- big empty shapes and dense smal objecrts,- the contrast is just to big and so the whole composition falls apart. It looks to me like you create many of the buildings in radiant, unreal editor ec.t and the details in a propper 3d tool like max. Break up the boring flat and rough…
Try baking some lighting into te texture, like a light orange tone from below and a more blueish tone from above. Then bake an AO pass. Next, find some nice rubber refpics or whatever it is those boats are made from and overlay it to the rubbery parts. Get an Envmap on those Metal parts so that it looks like it reflects…
Hello. So I just started learning Substance Designer and 'm trying to recreate the pattern made for the Amazing Spider-Man suit by Dustin Brown for the ps5/ps4 game. https://cdnb.artstation.com/p/assets/images/images/032/415/081/large/dustin-brown-dustinbrown-spiderman-tasm-textile-blue.jpg?1606362346 I'm trying to see how…
Hi there, I just finished my digital art study at the Games Academy Frankfurt and currently looking for work. My focus lays on Hard Surface Props & Weapons as well as Environments. Due to the nature of my study I was also able to gain some basic knowledge in other areas of expertise like Animation, Rigging, Sculpting,…