Role Overview We are looking for a talented U.S.-based game artist to help create visual assets for an independent strategy game project. This is a fully remote contract role for an artist who is comfortable working in a fast-moving startup-style environment and can produce polished, game-ready assets. The project uses a…
Hello, Is there any way to make a nice 3d plants based on alpha channel? At the moment I'm making some islands... with a lot of plants. The pain is that the player has a free cam and can aim the island from any direction. So I can't use simple planes with alpha channel. Of course I can't make it from polygons because of…
Hello I had a scan, few milion polygons, i "converted" this (retopo etc.) into a lower poly version of 10 000 polygon and Diffuse, Displacement (32 bit EXR) and Normals maps (the "standard one" - purple-ish :-) ). I deleted the original scan. Now i "discovered" that i would like to have also even lower poly version of this…
Hello! I'm trying to make a game environment run better (mostly not my stuff) and I'm trying to bake a bunch of quite similar bush models to far simpler models. Basically, the artist who made them made 4 quite high poly spheres, applied noise and gave each one a different tiling leaf texture (with all different…
There are several ways to approach this but a good starting point would be to identify the minimum number of unique UVs needed for all the road wheels. As an example: the front faces of the outer road wheels could all have unique UVs to support painting unique camouflage patterns but the inner road wheels, back sides and…
Ok I've been playing around with a rock idea. This was partly to get an idea of what I wanted the rocks to look like, and partly to figure out a good way of doing them. I'm considering trying a different approach where rather than just sculpt one big 'block' in ZBrush, I might make several (10 or so) smaller rocks and jam…
Hi Polycount, I've built a CCTV camera model based off of some Concept art, and to save polygons I've made the main casing of the camera one large, contiguous mesh - allowing for the bake to put all of the split-line details back in. Low Poly contiguous mesh: High Poly mesh: The issue is that because these parts of the…
Hey there, I have recently been trying to go extreme with optimizing UV space and have seen videos on people deleting a mesh down the middle, UV-unwrapping it, baking it and then mirroring the mesh later. Basically saving on UV space as the other half would be offset outside the 0-1 space. However when I attempt this I get…
So I have a weapon that I want to add some 3d decals/details on. So far I have been able to sculpt new details and bake without problem, but adding new 3d objects on top of the model doesn't seem to work. I have also sometimes added a few lowpoly models in 3dmax and then attaching those to the model for extra detail, but…
I am practicing with Substance Painter texturing this model download from Substance Share: https://share.allegorithmic.com/libraries/2087 When I bake a Normal Map and a Curvature Map from the high poly at 2k or 4k pixels of resolution, the results are correct. Both maps are smooth and without artifacts. If I add some…