Who are we? Hi! We are a untitled independent team who is looking to make a push into the mobile gaming industry using FTP module. We are creating a MOBA-like mobile title that is similar to the hugely successful title named Clash Royale with as well as similar style. We are trying to put together elements from Dota/Clash…
<font color="red">Job Purpose:</font> Design and creates motion, geometry and lighting to produce in-game and pre-rendered special effects for a variety of projects. Works collaboratively as a part of a highly creative team. <font color="red">Major Responsibilities:</font> Create in-game special effects and pre-rendered…
We are in the process of developing an anime-style indie game in Unity, with emphasis on character presentation and stylistic visualization. The project is currently in active development. Core systems are in place. Iteration is occurring. It is currently composed of a programmer, an animator, and a 2D artist.…
I think that Sobel math style "rate of change in normal direction across <n> pixels" is what causes seams issues working in UV space . in Blender you could just do dot product with world space normal map ( Considering the world space normal map is baked as direct output (emit) with -1-to-1 scale ) It gives same edge for…
Hi! Congrats on finishing the project :+1: Presentation-wise, I think currently the lighting doesn't help to sculpt the model's features. Perhaps start with a 3 point lighting setup. When choosing the background, I'd be careful with contrast and think about how it affects the character lighting. I think white background…
Welcome. The concepting workflow of render layers/paintover is well established. I did it myself for a long time creating illustrations before moving into game art. I still do concepts for personal work as it's so enjoyable and frees me from the constraints and technical workflow that you have to adhere to when creating…
Update: It's been a little a while since I've last posted, but I'm just saying that I'm still alive. Progress has been significantly hindered by catching up with social interaction during break (and seems to only become worse with Independence Day coming up.) Nevertheless, the show must go on! I've taken your guys' advice…
speed critical is a very stretchable statement, if you want to code a crysis like engine, then yes you would pick whatever is fastest. But taking farcry or other games for instance, often game related code (ai, mission...) is coded in high level interpreted scripting languages which are even slower than compiled stuff such…
Poly budget isn't something you can put a blanket number on anymore. The actual number doesn't matter until you go higher than what the rasterizing hardware you are running on can handle efficiently in batch. The programs that send this stuff to be drawn today are more worried about sorting states and batching than the…