Whoa, i thought you were going a different route with it when i saw the backside. If i had to say, one thing I'd say would've liked it more to see some "separation shadowing", from the metal plates. Guess i am the silly one to expect it to be a "stylized/tooned" final, did not see this one coming. And if you did try to do…
Its generally called "gray boxing", everything gets a mostly flat color and things are very blocky, just enough detail to describe what they are. In a way, its like making the entire thing out of collision meshes and leaving out 90% of the visual detail. Well... I think you might be biting off quite a bit. For the sake of…
This question has been on my mind lately, especially when bouncing between discussions with fellow game biz folks or here, where we constantly acknowledge the fact that used games sales are hurting the industry and seeing videos on Gametrailers, IGN, etc. Stores like Gamestop where they put a lot of effort into encouraging…
Hey @vilop1998 thanks and I appreciate the feedback! Admittedly, I hadn't really thought about the similarity between the enemy and player silhouette causing a readability issue but it's definitely a valid critique and I'll be thinking of ways to address it. Nothing is set in stone and the player character will be getting…
it's not a big studio, but growing fast. they just started an unknown 3D game project and I applied for 3D environment artist. (I don't see any published 3D games on their website. the other games are in stylized art, and that's why I applied to the company. I haven't expected I'd get a test with realistic theme.) The test…
Hey folks. So, Precious messaged me about the idea I had previously expressed and would love it if we made it happen for Kevin. The idea was setting up something here on Polycount, a special remembrance competition, where we Skin (texture) his old SDK's, or some similar effort. I don't know if there is any way to monetize…
It's kind of hard to see, but it definitely looks like you didn't set up your smoothing groups properly. Remember that any 90 degree or sharp corners should be hard edges. If you do this and still get some shading issues, screw around with the smoothing groups to get a workable result. Any harsh shading issues on your low…
Pieru: Top notch. Kapoff: Looks pretty damn good so far. HOpe you can get those seams sorted out. Kawldio: Try using an emissive map or glow map instead of an alpha. There is a slot for it on Marmoset. Pyr: Topo looking nice man. CGArtland: Good start bud, hope to see you finish this. Thepapercut: Keep pushing man. Don't…
You have already set the blockout. An environment artist (I am a weapon artist) should be able to tell you if it is right or not, but I think that what you have done is quite fine. As I see it, setting up a blockout and then replacing those blocks with a modular sets and hero props is the right way to go. Using at first…
Hi I'm sure this may be obvious to many and I'm sure it online but it helps if I have get a direct answer on things I work on, what are these issues I'm getting when I'm baking my model. I know it on the normals. Does it have to do with the edges not being smooth or my UV unwrapping. Just curious on what things I should…