Hey back everyone! So after getting the references I needed and blocking out the scene, I had the list of props to model and I started the modelingphase. I started with structures modeling, to get everything in place and define my blockout in terms of details and proportions. I will then move…
We are a gaming company looking to hire a talented artist to do lighting, camera work and some small 3d tasks. Requirements are: 1. Be a lighting TD. This includes implementing lighting and modifying all aspects of a scene to make the lighting as beautiful as possible. Editing materials, textures, and even modifying…
I'm looking for a mid-senior level Unity developer with strong c# programming and shader skills to help bring a VR project together over the next couple of months. The main tasks will require the following: - construct a shader or other system to generate animated, 3D fractal forms from mesh elements. Creative input is…
I haven't pimped here for a while, so this is almost like going back to the first post, almost as nervous! I've been working on these scenes during the early winter and spring months, they are a mock up of a RTS/RPG isometric-ish game. You are in control of 4 soldiers doing soldiery-things. The characters are the first…
Alex, with needing to apply to multilpe to workplaces, think asking each one would be a bit overboard no? :) Thought this would be the place to ask as there's a few industry peeps floating about. PixelMasher, that's the thing I know the studios themselves use megascasns and external libraries quite a bit, but obviously…
https://youtu.be/k3E5uuhyTgw?si=WOYJK0WWbtm5HMSH In this project, the goal is to depict an environment featuring an old wooden cabin situated in a tranquil farm by a lake, surrounded by rugged mountains. The scene aims to showcase the feeling of peace and human connection to nature.
software use:
3dsmax
Gaea
Substance…
Oh I did, I spent several hours over multiple days researching, learning & watching tutorials before I posted here. Most of all the tutorials say the same things (which I applied) but none of them show every single setting they have selected between all the lighting and rendering options. They typically only show a hand…
You need to profile the game on the lowest-end machine you plan to support. Without testing on device and profiling, you are guessing. But... You have 3099 shadow casters in your scene. That's very high. I would guess that literally everything in the scene is casting a high resolution shadow which is not a good thing.…
Nice work so far. I'm really liking those windows and the lighting so far. I think your textures are looking really blurry for some reason. For a scene this small, and for a portfolio environment you should consider disabling mip mapping on all of your textures. That will help them look much more crisp and taking high…
Hey! So, it seems I did some things wrong when it comes to assets in UDK. Things like having the wrong direction of the Y normal map channel. Or not using explicit normal smoothing on the static meshes. And a few others. So now that I got those correct, the scene felt a little more .. as it should be.. Though I am still…