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[PAID] 3D Character & Environment Modeler for Arabic-Style Mobile Fighting Game (Unity)

Project Overview:
We are developing the first Arabic-style mobile fighting game in Unity and are looking for a talented 3D Character or Environment Modeler to bring our vision to life. This is an exciting long-term opportunity as we are planning multiple characters and stages for the game.

What We Need:

  • 3D Character Modelers – Skilled in creating detailed and stylized fighters.

  • 3D Environment Modelers – Able to design unique, immersive Arabic-themed battle stages.

  • Experience in game-ready modeling, optimized for Unity and mobile performance.

  • Ability to provide frequent updates on modeling progress.

What We Offer:

  • Upfront Payment after the first model update.

  • A long-term opportunity as we expand our roster of fighters and stages.

  • A chance to work on a unique Arabic-style fighting game with creative freedom.

How to Apply:
If you’re passionate about creating high-quality 3D models for fighting games, we’d love to hear from you! Please send:

  • Your portfolio (character or environment models).

  • Your budget per character or stage and availability.

  • A short note on your experience in game modeling.

Join us in making something truly special! 🎮🔥

Re: The Bi-Monthly Environment Art Challenge | March - April (95)

hey guys, ive updated my scene with more models, WIP. 

rookies link - https://www.therookies.co/projects/80136#comment-form
artstation link - https://www.artstation.com/charlieturner849

im gonna add more to this over the next week or so. i learned alot from this about modelling and lighting in unreal engine, good stuff.

Re: Sketchbook: MrHobo

Thanks! To be honest, I was just playing with shapes and letting the sculpt go where it wanted more or less. Sort of a  "nice to just let things happen" kinda thing
MrHoboMrHobo
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Re: Sketchbook: Zetheros

Was busy this week, so didn't get as much done as I wanted, but yea just further refinement and detailing as per usual.



Have a great week!
zetheroszetheros
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Re: Learning Diary - Zbrush Sculpting for Characters and Creatures.

Thank you @iam717on your feedback on the folds/wrinkles, I see what you're saying and I will try to fix it!

@Dabou Master   yeah looking at it now the traps looks pretty funny lmao. About the glitchy part, it's a mesh I made to serve as the inside of the coat, something more flat like, just so it doesnt look like a plane with the details of the outside, it's fixed now that the HP is indeed finished.

About the pedestal, I always find it easier to do the blocking and sculpting of boots and feet with something simulating a floor, just so I don't get lost with the volumes and keep the mesh straight with the floor.

Also I said that I will do an action scene with him but that will be static, no animation at all, only thinking about that gives me shivers lol, I know nothing about animation and I have a feeling that starting with this guy would be a bad bad idea.

My idea is to create some sort of combat scene that involves another character/creature (much less complex than him) that I'm doing right now, and I will pose them using zbrush probably to avoid having to deal with rigging as well. I'm excited to share more about it as soon as I have something more solid to show.

Bojnice castle in Unreal Engine

Hello guys, I can't be more specific about title, as I am trying to get my 3D model into Unreal Engine.

At this state, I got mostly (in terms of static wall) finished work, which I separate and clear topology. Few points I would like to ask before exporting this out. Lets aim for walls, no doorframes, windows, etc., just plain walls made of bricks and plaster.



I am probably going to use world aligned textures and vertex painting (hence the dense loops). Would it be better to separate the pieces and export them, afterwards somehow conncet the pieces back in UE, or should I arrange them back in 3DS Max and export it together (as multiple separated objects in one fbx)?

As far as  I am aware, world aligned textures do not require meshes to be unwrapped, so maybe skip unwrapping for walls? Altought I might be mistaken, correct me please if I am wrong. Also I might as well use EasyMapping plugin, which combines displacement, vertex painting and world aligned textures, hovewer it does have issues with different smoothing groups. Thats is something I have to tackle yet.

 For texturing, Substance Designer seems as best option, but another question is, into how many sub-pieces do I need to separate my pieces. Is this too much, is it optimal, or should I connect it together and only assign different materials to it?



I am also posting the .max file with the whole scene to preview. If there are parts, which are done poorly, or you would change topology, such as window holes, doorframes etc., please let me know if I am doing some mistakes. As for modularity, I am going to use it for windows, but there are many parts, which are bended, twisted or different and unique in some way. Therefore, I'd start with walls to see what comes of it and then continue with it.
Filip5Filip5
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Re: modeling TV

normal maps can capture changes in surface direction but they cannot affect sillhouette. 

if the feature you want to represent doesn't meaningfully affect the silhouette of the object from any useful view angle there's no visual benefit to using geometry to represent it - therefore you're wasting time and resources by modelling it.

additional geometry adds cost, additonal information in your existing normal map does not

poopipepoopipe
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Re: modeling TV

Example image here of the trim sheets used for that scene: http://wiki.polycount.com/wiki/MultiTexture#Trim_Sheets

Re: High-fidelity pixelated futuristic character models for a GoldSrc game in development

"Texture first, model second" is an extremely powerful workflow and it looks like a perfect fit for this unfiltered style. I've been playing Boltgun and Slave Zero X lately, both using this Saturn-like look to great effect and I am loving the crisp visual clarity that comes from it.

These models look great. Looking forward to seeing more of this !
piorpior
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Where can I learn how topology should look when smoothened ?

Does anyone have any resources on how edge loops should look when smoothened? I always see these kind of  weird edge loops when doing SubD modeling, but I'm not sure if it's supposed to look like that, so where can I learn what topology is normal when doing SubD?