Hi everyone,I’m looking for a character artist to collaborate on the lead protagonist for my upcoming series, Vapor Logic.The Project:Vapor Logic is a series that will be premiering on YouTube. It’s set in a world that blends a heavy Vaporwave aesthetic (neon palettes, glitch vibes, surrealism) with Demonic/Supernatural…
Hi I am working on a small topdown shooter project and I am experiencing some fairly harsh limitations of the unity lighting system that I am wondering wether can be circumvented or not. Currently my only option is to Work in forward rendering as I am using Shader Forge for my shaders and unfortunately Shader Forge does…
My knowledge of normal map baking is still fairly limited, so it’s possible that I misunderstood some aspects. I’ll try to describe how I currently see it. First, here are some screenshots of the problem. LowPoly: Low Poly modifires: UV: (I have 2 udims as this model is part of the larger model of car with texel desniinity…
Hello! We are looking for a 2D artist/animator and a 3D modeler for a new project. The scope of the project is to be a 2.5D sidescroller using the art and play-style of Dust: An Elysian Tale and the storytelling method of Broken Age. This game will be heavily story-based as the game-play switches between a young brother…
That, or the other type of decals: those on a secondary uv channel, blending in another texture/material. So essentially what Eric said, with the main difference being: vertex-blending usually comes with a noise to deform the blending mask (to combat the obvious vertex gradients and add a bit natural more detail).
Since this thread is still active, I got another question. I'm trying to understand global illumination but I'm getting two conflicting answers. In my book "Understanding Color. An Introduction For Designers" it says when light from a green wall hits a chicken with red feathers, the feathers become more dark red. But then…
There's not really anything interesting going on. Nothing is drawing the eye or telling a story. Hallways/Alleyways are an easy way to show off environment art skills since you dont have to make a ton of assets but you have to work really hard to make it interesting. Currently there's no cool sillouttes or shapes going on.…
I merged your new Topic into the thread you have already. Keeping the same project as replies within the same Topic will give people more context when they're formulating feedback for you. By default it also sends notifications to those who have replied before (unless they changed their notification settings). As for…
Hi! I think ziz makes a good point, the environment would benefit from some more geometric detail. I would look at the silhouette of things, that those don't read overly low res/ facetted. Situations that silhouette the most would be probably edges/ corners. I think generally having more geometric detail around camera/…
Doesn't looks that way. I had a hope anything convenient would appear soon two decades ago and here we are. In all honesty the content creation software doesn't look like evolving much in general. it evolved and frozen already with a few cosmetic changes each years and rarely something new. It's stack in old approaches ,…