[ QUOTE ] If you put a normal map from a hipoly source on that it will usually fix the smoothing errors. Sometimes you will need to chamfer the edge if it's sharper than 90 degrees here's an example I made: the three models all have exactly the same geometry. However the two on the right have 1 smooth group and the one on…
[ QUOTE ] In the services area, you misspelled "proficient". [/ QUOTE ] Hahhaha thanks for that, thats stuff thats not allowed to happen. Anyway thanks for the comments so far. Yop I will delete the splashpage. killingpeople: I guess we both are the only one who like the splashpage tagline. oh well Glad you like onelagged…
[ QUOTE ] [FatAssasin] Okay, now make the specular highlight bigger to cover a greater area of the face using a smaller bump map. That's the theory right? I guarantee it's not going to happen. [/ QUOTE ] Right, but it's not gonna happen because software lighting doesn't emulate real-world lighting properly. There's a lot…
eh mon! this is looking alright! i'm not good at giving positive comments, but here goes, before i do the negative ones. i like the style you picked, that's really cool. that ambient occlusion you've got baked in is great, it's really helping things. it's really creative.. i like the broken gate on to the constructive…
a little while ago, adam asked me to write a little article on modular environment design using highpoly assets, everything is ready for it, just had no time to properly sit down ad write it (and also because the example pieces I used were not meant to be used in the game but were in the end, so I have to redo a new set…
We’re looking for a remote VFX Artist to create particle effects and shaders for an application developed with Unreal Engine for the Oculus Quest. Responsibilities, Qualifications, Requirements * Experience working as a VFX artist on the Oculus Quest or mobile games * Excellent knowledge and handling of Unreal Cascade *…
Howdy folks. I thought I'd post up a few pics of my upcoming iPhone game, the sequel to I Dig It; I Dig It 2: Expeditions. As well as some art from other iPhone games and projects I have lying around. As an introduction, I have lurked around the polycount forum for years, but just now have registered an account. So hello,…
Hello All, I run a small mobile game studio based in Halifax, Nova Scotia (note: this position is remote). And we are looking to contract some environment, character and prop 2d art out to an artist. We are NOT looking for an art "farm", and we will only consider overseas if they have a provable record and are cost…
One on the last characters that I work on my free time you can see more about it here at my art station: https://www.artstation.com/artwork/dErYJ Concept by: Elmolol Here's some of the process that I made to develop this little guy. Don't hesitate to make any comment, I'll be glad to reply for any of this. model This is…
hi folks, this is for tech people, an experimental plugin I did a couple years back to output different tangent space normal map's from 3dsmax baker. The idea was that the quality normals modifier implements "known" tangent spaces from games such as Crytek, and therefore allows easy and synced authoring for an engine…