Hey I'm working on an environment based on a fan art piece from Jeremy Fenske https://www.artstation.com/artwork/nLY0K I'm currently a good way into the project, I'm still trying to make my trees not look awful, more vines and such as seen in the concept art, and finishing off the "hero" assets those being the guardian the…
Thanks guys ! When this shader will be finished I will released it yes. So a little update on this : Without Color Ramp : With Color Ramp : With Color Ramp and Shadows : Ambient lighting only : I've added ambient term using cubemap ( same technique as valve ). Added ambient scattering ( experimental ). Added AO. ( not sure…
Taken from the DoW section of the Relic Community Wiki: [ QUOTE ] Polycount is around 4000 triangles for a trooper model, including all upgrades, banners and so on. Models with few upgrades, no banner, etc... can be around 3000 triangles. Heroes or models with lots of upgrades or random parts can go up to around 5000…
cant think of anything to populate the scene with!! good heavens, that's the fun part. try to think about where the village is located, and who lives there, and what their lifestyles are like. are these tents permanent or temporary? how do they gather food, and prepare it once it's gathered? do they have means of…
There's a nice idea brewing here as a small environment piece. You could go a little further and make a "home" out of this scene by adding a pathway, storage shed and or a garden of sorts. Somewhere to park whatever mode of transport the character uses to get there ? You could do quite a lot to make a very strong piece. On…
@Taylor Brown Yeah, I was working at a small game studio for around 2 and half year. And I move with my husband to San Francisco bay area this summer and working at Houzz as a 3D Artist (AR). I love doing handpainted, stylize stuff or textures creation(both realistic and stylized). I'm interested in the TT texturing and…
More stuff! I'm hoping next time I'll start working harder to draw more stuff and manage my time more efficiently. First are some head drawings. Practicing head various head construction techniques (lifted from several online tutorials), mainly because I my proportions are pretty much alway off for my facial features and…
umm, sort of. if you ignore the neural bullshit it's doing the same thing your standard offline hair rendering does. You define a small number of guide splines and it fills in the gaps - in that sense yes, the artist defines the volume and the machine does the rest. The harder problem is transferring that principle to…
[1100$/month full-time / 7$/hour part-time] [Remote only] [portfolio: https://www.artstation.com/eugenethemodeler ] Hello, my name is Eugene. Over the past six months, I have devoted time and energy for building a portfolio and enter the gamedev. I have six months of professional experience and several freelance orders. My…
Hey Polycount, Long time no see! The last time I was here I was making a ship, (it originally began as a VTOL but due to critique the direction changed) this time I stayed more true to its original intention :) The idea with this one was that, it was designed to enter the battlefield in the most difficult of situations be…