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…
"What AI do you use to solve CG software puzzles ?" What I know and what might come after are derivatives of what has been learned and can be figured out. There aren't really any "puzzles" anymore. Short answer: I don't use AI to solve puzzles and give me answers/write my code/make my nodes. But AI is a really good…
Hi everyone!!This week I’ve been working on a solid blockout of the backpack to get the hard-surface parts right and establish a good foundation for the more organic parts.That way, I can transfer them to ZBrush confident that the proportions are correct.There’s still work to be done in ZBrush, but here’s a sneak peek at…
This is looking great so far. It'll be important to get the metal joints looking smooth, sub-d would be the best bet for this. Fortunately you have a ton of good reference (reverse-image searching on your ref board pointed to some ebay listings)
@Thanez Thanks a lot. As for the cylinder and its dimension it's because it represents a real-world object: steel barrel. Actually, these artifacts shouldn't be visible at all, since the game (I’m making this prop for) uses a top-down camera. You can call me a perfectionist (and that would be true) but if there is a…
The upper part of the scar looks pretty good so far. I think it kind of falls apart where it gets wider and the edges get lighter and less well-defined. I guess it also depends a lot on what the purpose of the scar is, in story-telling terms. What is it meant to convey about the character's backstory? Are they a duelist…
I'm holding off on painting for now (the colour seen here is only rough vertex colour for concepting/sculpting purposes); at the moment every model is missing vital texture maps. I'll batch paint all the models once I've figured out the UV layout; there's a number of gameplay mechanics that could affect how I do the UVs,…
Thanks everyone for the kind words and the great questions! Let’s dive in. Working in VR is truly like walking on a razor's edge. It’s a technical hell where every decision must be calculated ten steps ahead. Performance requirements (high resolution across two displays + high frame rates) leave no room for error, and you…
Verse looks fine as a language - i watched a talk on it a while back and it has some features I think are a really good idea for this application. If you're doubting epic's ability to invent a language for making unreal games you should probably just stop - they've been doing it forever. as far as UE6 goes... I don't think…