We at TriCAT GmbH are looking to contract Hard-Surface Artists to create initially 4 vehicles with the possibility of 6 more. We are only looking for someone with professional experience with the possibility of feedback/iterations. Candidate should be comfortable working with image references and briefs from start to…
My client is currently looking for an experienced Senior Designer to join the team. As the Senior Designer you will have the opportunity to work with a design team that has already created some of the most popular multiplayer shooters in the world. The ideal candidate will bring the skills to the table to grow the design…
So I've been trying to make some sci-fi stuff in 3DS Max, and some of the edge "divots" that sci-fi objects have only start to look right after I put 3-4 iterations of Turbosmooth on them. I was curious, just how different can the high poly be from the low poly? Because putting this many iterations of turbosmooth on…
I dug it, it's still the left 4 dead we know and love, just more of it with enough new gameplay tweaks to literally everything to make it fresh. Love the melee weapons, the "pang" noise on the guitar made me lul. One of the things that bothered me most about the first game is you never felt the urge to explore for some…
Beautiful, beautiful area in a beautiful game. I liked that section because it was sort of like Uncharted became a mini open-world game for a bit while still (very cleverly) keeping you on a linear path. I love seeing how stuff like that gets built up and the iterations you went through. It was really interesting seeing…
Hi all! Here's an update: I've been working on design iterations, spending about 15 minutes per iteration on top of the original base. I'm trying to be as fast and loose as I can with these to keep the ideas flowing. It's challenging to find a middle ground between changing so much that it isn't really illidan anymore and…
Yea :) What i meant was it would be nice to have the secondary textures in a separate slot in addition to the current system as a time saver when saving textures out. :) Generally, when using gloss for example, i very rarely make iterations and its a bit of a pain to save the Spec out using an action, reopen the spec in…
Blockouts are key for iteration. Don't make it pretty until the gameplay pacing is decent. As we discussed in another thread, this only goes so far, it seems changes always have to be made late in the dev cycle. But blockouts do save a lot of artist iteration time. In the meantime, Artists can be working in "look and feel"…
Hey all! I'm available and excited for any work you might have. I am primarily a generalist concept artist with skills designing environments, characters, props, and creating concepts in both 2D (preferred) and 3D. If you are interested in working with me, check out my portfolio here: https://www.ekpap.com Name: Pierce…
Cool...Knowing that its for VR makes this a little bit different. You should aim for best fps. But I don't think that the reflection captures should be you main concern because they are nicely optimized by default, I'd say if you don't put one for each object, in a bigger environment. In a smaller one, you probably could.…