A 3D model of a Ferguson style tractor, entirely made in Autodesk Maya. Clean topology, no textures or materials. I would appreciate your opinion as it is my first project of this kind.
Hey everyone! I'm thrilled to finally unveil my completed game environment! This is a small-scale reimagining of the iconic Roundtable Hold from Elden Ring. My goal was to improve and demonstrate my skills. I introduced archways with statues (inspired by the original concept art), as well as a grand staircase with a runner…
I wanted to see what this character could look like in Redshift. It's very tricky to get the skin shading right in this application. I used scanstore textures which were not the highest resolution. It worked well for a Unreal Engine project but perhaps for redshift it could be better to use xyz texturing. Especially the…
I am not entirely sure I get your issue, but you can always create a 3d scene with copies of your main clothing mesh and assign each a unique material. Each unique material id will become a separate texture set with its own set of layers and maps inside Painter, and it will all be exported separately from Painter as well…
If this is your first time going through this pipeline, plan on making some mistake and needing to redo tedious things over again. Maybe several times, if you are a slow dolt like me. But there is a few habits that can save you some headache, and some tools to help clean up messes as well. 1. Save out milestones of your…
The Job: Are you interested in revolutionizing virtual communication? Do you want to work with a cross-discipline team — made up of video game vets (ex CD Projekt Red), web stack vets, designers, 3D artists, and event producers — to help solve sophisticated technical challenges? The need for meaningful virtual…
I am also wrapping my head around anisotropy on the dome - and while radial scratches set to spherical projection work fine, anisotropy angle fill does not. It breaks between UV islands. Any hints?
Update to my little GoPro project. It was pretty cool learning how to make the LCD screen texture. I think I'm finally getting a hang of how PBR texturing works. Next is the clear casing protective casing and then whatever post work I need to do in Marmoset. Comments and critiques welcomed!
At least Japan puts some serious money and engineering into the problem. I wonder how bad it would be without thinking like this? http://www.ktr.mlit.go.jp/edogawa/project/g-cans/frame_index.html It doesn't protect everyone but its a hell of a lot better than what they've done in New Orleans after Katrina.
Part of it is shorter project lengths. A studio will generally work on a game for a couple years. A vfx or add house will normally only work on a project for anywhere from a few weeks to a year or so. And of course, at the end of any project there's the potential for layoffs. The other part is that what skills are needed…