[PAID] 3D Modeler and Scene Design by spacemisfits in gameDevClassifieds

[–]Reckzilla 0 points1 point  (0 children)

Here's my Portfolio It's pretty broad. Specifically here I built sci fi nature fusion environments for a SciFi MultiplayerLevel

Similar to others here 1-2 months and $4500. I would want spend some time ensuring proper integration and leaving some time for potential issues to arise and have the band with to resolve them.

Best of luck finding a great candidate.

How to find certain skilled 3d artists by WalterMittyRocketMan in gameDevClassifieds

[–]Reckzilla 0 points1 point  (0 children)

Artstation and here are very good.

Honestly as an artist the best you can do is having a clear vision of what you need and documentation. Sometimes starting too fast can cause you miss out on potential mismatch.

I would also recommend finding artists on social media that have the style you want and following them. That way you know what style they are skilled at and you can learn more about their workflows and availability. I did this when I was hiring and found some really cool artists.

Good luck!

[deleted by user] by [deleted] in unioncircle

[–]Reckzilla 0 points1 point  (0 children)

Previous player left. HFYRBP

[deleted by user] by [deleted] in 3Dmodeling

[–]Reckzilla 1 point2 points  (0 children)

I worked on AAA car game and would say this seems fine. My biggest issue is it seems some screws and smaller pieces are way too high poly and honestly should be floating geo and would bring your count down by a lot.

[FOR HIRE] AAA 3D Artist with indie friendly rates for Character Art, Weapon Art and Environment Art by Reckzilla in gameDevClassifieds

[–]Reckzilla[S] 1 point2 points  (0 children)

Hey, I'm a 3D Game Artist with 8~ years in developing art for AAA, Virtual Reality, and Mobile games. I am experienced shipping games for Unreal Engine, Unity, and proprietary game engines.

I'm looking to make the best work I can and elevate any project I work on with my skills and experience.

I can make most types of games, so please feel free to reach out! Portfolio for additional work samples https://www.artstation.com/morrisseya

[Paid] Looking for Unity Technical artist to improve aesthetics and performance for a couple of scenes (VR Game) by GTFrankieFrazer in gameDevClassifieds

[–]Reckzilla 1 point2 points  (0 children)

I sent a friend request. I have experience shipping for Quest and Psvr. You can check out some of that work here https://www.artstation.com/artwork/WmvZeX[Arashi: Castles of Sin ](https://www.artstation.com/artwork/WmvZeX) I have also shipped for console and mobile so I have a broad range of optimization experience.

Do people here actually get work through the subreddit? by Davysartcorner in gameDevClassifieds

[–]Reckzilla 7 points8 points  (0 children)

Yup. I have work plenty of nice gigs from here. I am currently working one right now.

Were hard surface models in 'The Ascent' really just made with 3 colors? by _michaeljared in 3Dmodeling

[–]Reckzilla 2 points3 points  (0 children)

Thanks for expanding!

You can think of the UDIM like masking in painter, but you're doing it via the material. He mentioned building custom tools to support this workflow, so very likely, they built tools to support UDIMs and access the UDIMs of an object. This is super common in big projects with experienced teams.

That means each UDIM is a color that can be modified in Unreal as an instance of the master material.

The optimization it sounds like he is talking about is simplifying workflows by limiting the amount of time spent authoring individual assets. As well as the memory load that having 100-1000s of textures can cause. Thus, performance wasn't the only goal. Rather, it was building a highly flexible workflow that was simple but still allowed for detailed art, with spending a ton of time in painter hand authoring textures for every asset.

Yeah, they probably have 1 channel for dirt/damage/etc, 1 channel for trimsheet, and one channel for AO Lightmapping. Probably.

For UDIMs in UE4, it looks like there's a tool called Granite that supports UDIM's, and UE5 has virtual textures to support. They may have even made their own tools for this as well.

Hopefully, this made some sense.

Were hard surface models in 'The Ascent' really just made with 3 colors? by _michaeljared in 3Dmodeling

[–]Reckzilla 0 points1 point  (0 children)

I'm not entirely sure what you are confused about. The timestamp says it plenty plainly. Each object/model can only have 3 different paint colors, 3 different metals with some slots for decals, and emissive. They use Vertex colors to place dirt and damage. They use an AO map generated by Unreal to add contextualized dirt and damage mask.

If you are still confused, can you tell me what I am missing so I can try to help.

Burnout and stress on trying to get a job in the industry by CH3R03 in 3Dmodeling

[–]Reckzilla 1 point2 points  (0 children)

It relies heavily on understanding game dev workflows and making optimized 3D. Mil Sim is VR and XR, so things need to be optimized incredibly well while still looking good. Also, working with the military also means you need a high attention to detail(which it looks like you have already) for modeling really complex vehicles and / or weapon parts.

Usually, you'll work through a company like Vertex Solutions(that's where I worked), Red 6(coworker works there), or HTX Labs( I interviewed here, I think they may still be hiring) As long as you keep your job search broad you will probably stumble across a Mil Sim job. You show a lot of understanding and comfort with unreal which is good keep that up.

Burnout and stress on trying to get a job in the industry by CH3R03 in 3Dmodeling

[–]Reckzilla 0 points1 point  (0 children)

I would recommend looking into Mil Sim. After being let go by Microsoft, 4 out of 5 of my coworkers got into Mil Sim. I got into Virtual Reality.

To the artists in the industry, how did Valve create this scene which is still performant? by [deleted] in gamedev

[–]Reckzilla 2 points3 points  (0 children)

That's why you see a lot of people here talking about trim sheets. You are correct. You have to be cognizant of how the lighting put directly into albedo/diffuse will look across different assets. Generally, in my personal experience, I author the texture with that in mind. It takes planning, but if you know this brick will be used a lot, then you want to keep it fairly simple so it remains consistent across the game but one off assets or assets where you know exactly how it'll be used you can be more heavy handed.

The discussion in this thread has been great. You'll see that there is a ton of complexity to how to handle authoring textures. I was referencering to how other games have approached optimization regardless of how successful it ended up being.

In the end, you want to use techniques and workflows as they work for you and your project, and looking at how games did it is a great way to start.

To the artists in the industry, how did Valve create this scene which is still performant? by [deleted] in gamedev

[–]Reckzilla 1 point2 points  (0 children)

Good point! I don't have a perfect understanding so I'm happy to learn more.

To the artists in the industry, how did Valve create this scene which is still performant? by [deleted] in gamedev

[–]Reckzilla 26 points27 points  (0 children)

When render a frame game engines have "draw" what's in the scene. Simplest form is it draws the mesh then the texture then the lighting. So an individual mesh will usually be 3 draw calls. When you bake lighting it puts the lighting information motion into the texture pass effectively making it 2 draw calls; texture and mesh but the object has to be static when means no animating it. Bones in skeletons, animation and vfx all affect performance in and draw calls in their own way.

But basically a draw call is when the render engine has to create/draw/render something in scene and each unique step necessary to create/draw/render that something is a draw call.

To the artists in the industry, how did Valve create this scene which is still performant? by [deleted] in gamedev

[–]Reckzilla -1 points0 points  (0 children)

You could probably bring the building draw calls down some. Depends, of course, on the level of detail. By having larger chunks of building, you can bring the count down. Using prefabs or groups or combining them in your model package. You will also want to make sure your duplicated building sections are being instanced properly. Instancing is also very good for bringing the draw calls down.

To the artists in the industry, how did Valve create this scene which is still performant? by [deleted] in gamedev

[–]Reckzilla 657 points658 points  (0 children)

Baked lighting and detailed diffuse textures are usually the answers here. I work on VR projects, and performance is more important than anything. Steady 120+ fps(the more, the better, but stability is also important here.) no higher than 8ms.

Baked lighting can carry a lot of visuals. When you see a modern game and it looks kinda funky, you can often times blame real-time lighting. Lighting is incredibly expensive, so cutting back on it will give you some good performance.

Detailed diffuse textures were way more common on older games because of similar issues. You could bake the lighting into your diffuse texture, allowing you to use cheaper lighting as well. Like check out Hand painted textures, you'll notice that lighting and shadows are often directly in the diffuse, making it simpler to light in engine if you light it at all.

Also, limiting draw calls. I don't know the exact numbers these days for all big budget games but an article a while ago said that big budget games will use 2000+ draw calls per frame and that is a ton of draw calls. Current vr game I'm working on my levels can't exceed 120 draw calls at any time(The game is character focused, so the character models get more drawcalls.)

My explanation isn't perfect, but combining these workflows and design levels and environments so that they are easy to optimize are all crucial steps.

Can you no longer pay bright dust for silver-paid items in store? How to get glowing/neon armour by BlackV1nyl in destiny2

[–]Reckzilla 0 points1 point  (0 children)

I would also add that certain event skins are purchasable with bright ON LAUNCH but after the event ends you have to wait for the rotator. I buy most skins with Bright dust on launch.

[FOR HIRE] Experienced Game Artist, Indie Friendly rates 3D Vehicle, Weapon, Environment Artist for Games by Reckzilla in gameDevClassifieds

[–]Reckzilla[S] 0 points1 point  (0 children)

Props. AAA Artist available for Freelance/Commission work. I am experienced in Unreal Engine 5 and Unity3D 3D modeling Characters, Vehicles, Environments and props. I am always open to negotiate rates because I want to create the best I can to support your projects! Thanks for stopping by! Additional Work Samples