Overclockin Studios is a London-based creative agency specializing in visual content for the NewSpace and aerospace industry. We create cinematic animations, interactive demonstrations, and visual communication tools that help aerospace companies explain complex technology to investors, partners, and stakeholders.…
This character Armor Set was created for New World: Aeternum in collaboration with Side for Amazon Games. Based on the provided concept, I owned the full character production pipeline — from high poly sculpt to final textured, game-ready asset. My responsibilities included: • High poly sculpting • Low poly modeling & clean…
It's not about any specific map. It's just about having a pattern or texture with enough contrast so it lets you see what would end up being individual pixels in your target resolution. For example, a checker map is procedural, but if you tile one checker pair 1024 times, the indidivual squares will be equivalent to 1…
how do yo handle these chamfered edges in the uv's? do you cut one side based on how are you going to texture it? and which one? or do you cut both sides?
When rendering in a real-time renderer, only the nearest side of the glass will be rendered. And if you want to render the same single-sided glass in a non-realtime pathtracer, they will by default render both sides of every single-sided mesh anyway. The one thing you lose with single-sided glass in a pathtracer is if you…
Lots of good advice so far. It's probably worth using all this feedback to create a few samples then compare the results, from a typical player's point of view, to see what works and what doesn't. Though it's also worth asking: How sharp is sharp enough and how good is good enough? As an example: Here's three cylinders…
I really like your AR/VR pieces and the pumpkin textures/materials. Your large environment, however, suffers from very flat and inconsistent lighting. In a way, it looks more 2D than the concept. You did set additional lights and rim lights for important pieces, which is good in principle, but it's only partially motivated…
another side by side render in Blender 5 alpha its one of those 'cross eye' images ie make yourself go cross eyed to see the image in 3d. you can also view it in 'DEO VR' by switching the eyes in the video settings, then setting it to 'side by side' and 'flat' Took me a long time to figure how to get a nice render and have…
It would help to hide the armature, so we could see the model better. It would also help to show a shaded wireframe. Did you create this model, or did you download it from somewhere? I ask because the rig complexity indicates a decent amount of experience, yet you seem to be asking a more beginner-level question. This info…
UPDATE: An environment art test has been created. Those who have already applied should receive this from our HR team however this is now open to everyone. Please note that whilst we are looking for a Senior Environment Artist, we may be considering Regular Environment artists for Runescape/other teams: RuneScape…