Hey everyone, So I wrote a small but nifty tool for pathfinder players and DMs of which I don't want to reveal too much yet, however I'd like to release it to the public for free soon. For those of you who never heard of pathfinder, it's the second most popular pen and paper RPG there is - think dungeons and dragons. The…
Hello, I'm currently searching for additional talented and passionate members for our team that's creating a small horror game. Devil's Punishment Main Menu Art About the game: The game would be a small sci-fi/post-apocalyptic survival horror 3D game with FPS (First person shooter) mechanics and an original setting and…
Hey all. So im a 3D modeler, with quite OK modelling skills, however i cant do textures. That is why i need someone to make high quality PBR textures. I tried to learn using substance designer, but it just has such steep learning curve that i'd rather partner with someone who can do textures well and split 50/50 profits…
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Threewave Software Inc., located in beautiful Yaletown, is the premier video game development studio focused on providing top-notch multiplayer content to the demanding First-Person Shooter (FPS) genre. Threewave has worked on most of the best-selling franchises and brands in the FPS genre including Ids Quake, Epics…
Hi there! I'm looking for a concept artist who can produce sketches of spaceship modules to speed up the workflow with our 3D arists. This is a paid contract position. If interested, please contact me at wx3labs@gmail.com with the following:* A portfolio showing sketches of hard-surface objects, preferably sci-fi * Your…
Asking this question because I see less and less need for baked normal map recently.We can put in 'high poly' details directly on low poly using for example substance painter or ndo, and baked normal maps can have errors too often, needs tweaking etc, so maybe we can avoid baking especially for hardsurface objects. I think…
What breed of horse you are basing this off, could you include the reference you are using? Overall shape is looking good. I would add a face loop between the front legs to give the chest some definition. Horses have a pectoral muscle, and without a loop there it will be hard to define that shape. Also I might try moving…
you can't do much about the repetitiveness without very long loop cycles (like 1886); but it's unlikely anyone will sit still long enough in an FPS to see it. A lot of times there are idle breaks (checking gun, looking around, etc), short loops that randomly play during idle to break up the repetitiveness. As far as pop…
de_cbble Thanks mate , for the detail I looked at all the transformers film for part and structure reference and decided that the best way to approach it was to build it up in layers. start with the exo skeleton , then panelling which acts as the muscle layer and finally then the armour. I also decide early on that design…