Hello all, We've set up a Patreon page for Polycount last night. We have posted a long post there on the reasons. I'm going to include it below as it says everything about this already: ==================== I'm setting this page up to help fund Polycount. As we've grown over the 19 years we've been here, so have our…
Hi Polycounters! We are on the hunt for an experienced art director to come to the most beautiful place on earth - New Zealand and join our team. We have posted this ad here before but haven't made any progress with finding the right person. We pay well, our culture is great, and we are making an awesome game. We are…
I'm using Unreal. First I turned off the fire place lights and had only the default skylight and directional light (sun) from the FPS template. That way I could adjust my sunlight coming in the windows as much as possible before adding any more light. You have to play with the indirect lighting strength setting of your…
Hey there, this is going to be a pretty long response. I'm a 3D artist who has also played the cello for almost 20 years, so this post is ... extremely relevant to my interests. In terms of Polycount-specific stuff, I'd recommend embedding images in your post instead of attaching for the future. Just easier for people to…
So, I just got an sample working 100% in both eyes. IDK when i'm gonna be able to record a good video, so I'm going to break-down in general the process behind it. First of all, just bend deformers if your going to animate in Maya work well just like the lattice deformer. I don't think you'll able to use strech/squash…
Don't get this wrong, but a game design that can't be accomplished by the team at your disposal is a bad game design. Rethink your approach, study masters of the genere you are doing and understand what they are doing. 75 'very different' monsters is more than tripple A studios would do and therefore a horrible approach.…
Yes that's right. So how do you get all this into the engine together with real physically moved and steered wheels? The way it works is basically this: The whole suspension with the spring and all gets set up and animated in 3ds max. Nothing of this is exported directly to the engine. Instead the full travel way for…
Sorry for beeing curt, I was reading this thread and it reminded me of those recent wall posts with generic questions, kinda why we had this recent thread about how it does not always bring you further just asking (nor this community). I can be very talkative when the thread starts with a short question but also brings…
Being a 3d game artist without technical know-how is always a little bit strange. In a game studio you're not just making art. You're making art that's going to run in real-time for a game. That means you have to think about everything that you take for granted when playing games. You have weapon-models, how do you make it…
Well, i'm not sure about everyone elses experiences, but apparently a lot of people are thinking they can jack up to max settings and play fine (i did), but according to Rockstar the highest settings are meant for the next generation of computer hardware. Can anybody say pulling a crytek?…