Hello all. I love modding for the OLD PC game NFS HighStakes. while I can't make things from scratch I do like to make many things using existing models. I specialize in police and other emergency vehicles from around the world old and new alike :poly136:.
I am a creative who started as a graphic designer and is now gaining skills in coding, modeling and editing! I work on 2D game assets mostly. Love my job! Always looking to learn more!
Hello, while my primary focus was never the game art or asset creation. I feel increasingly more and more drawn to it. So much that I nearly went after a Game Art/Animation degree program. That is until they told me I had to know how to draw. Such as it were. However, I believe in the power of knowledge outside of ones direct field and being a jack of all in some cases. It's been about 7 years since I really delved into 3d art. At that time, I never had the capacity to use a program to create my own model like I do now. I did, however, get become quite decent at rigging.
I heard of this forum from a gentleman at the Unreal Engine 4 meet up here in Seattle. I am a 3D artist currently building a portfolio in order to get into the video game industry
Thought I would join polycount for checking out tips and tricks on how to become a better 3d artist. Give and recieve feedback. Going to work on personal projects this summer and hopefully post them here on the forums. Peace!
Hi friends looking forward to interaction with the community more, as I learn and develop my skills creating 3D game art, learn programming etc. I'm highly inspired by the art I see here on Polycount and aspire to become a pro one day.
I'm a prospective game developer glad to find a community focused on the same thing. I've worked in professional software development for many years doing mostly testing and build tools development, but ever since I played Myst and Riven back in the '90's, I've been working on my own time to prepare to do something with that desire.
I'd call myself an environmental artist, and mostly do hard surface modeling and texturing. I use Maya, LightWave, and ZBrush for modeling, and started subscribing to Unreal back in Dec and am spending gobs of time getting up to speed with it. On the texturing side, focus is mostly in Photoshop, but am also actively evaluating dDO/nDO, Substance tools, and 3DCoat as I think they all have a lot of potential in a PBR-based, Unreal-focused shading pipeline.
I hope over time to discover other folks who would like to push the boundaries of immersive character-driven story telling. We've got all the tools we need.
Replies
Hi.
Would you like to join us? http://www.nfspolicehq.com
We are always looking for new members to share their unique skills with us for game modding.
I heard of this forum from a gentleman at the Unreal Engine 4 meet up here in Seattle. I am a 3D artist currently building a portfolio in order to get into the video game industry
Thank you for my acceptance. About me: I'm 3D hobbyist - I working in Modo and iClone and still learn a lot
I'm a prospective game developer glad to find a community focused on the same thing. I've worked in professional software development for many years doing mostly testing and build tools development, but ever since I played Myst and Riven back in the '90's, I've been working on my own time to prepare to do something with that desire.
I'd call myself an environmental artist, and mostly do hard surface modeling and texturing. I use Maya, LightWave, and ZBrush for modeling, and started subscribing to Unreal back in Dec and am spending gobs of time getting up to speed with it. On the texturing side, focus is mostly in Photoshop, but am also actively evaluating dDO/nDO, Substance tools, and 3DCoat as I think they all have a lot of potential in a PBR-based, Unreal-focused shading pipeline.
I hope over time to discover other folks who would like to push the boundaries of immersive character-driven story telling. We've got all the tools we need.
I can make 3d potatoes!