Hi! I am Bernadette, a Senior 3D artist at a game outsourcing company. With more than 4 years of experience, I can provide optimized and high quality textures for your game project. I can work with bundles, just give me the list of textures you need and we can give a discount! Here are the details and sample artworks: Give…
Hello ! I have a question regarding the TrimDynamic brush in ZBrush : I am currently following a tutorial for beginners in which an instructor in explaining how to create a simple scene. After doing a blockout of the scene in Maya he goes into ZBrush to details the assets. He starts by detailing a pillar made out of…
Hey guys I'm trying to reuse the same workflow that Alex Senechal : https://www.artstation.com/artwork/eVm0P Long story short : 2 uvs workflow, on the first, the baked textures ( trim and decal ), and tileable on the second UV everything is almost ok, except that : This seam doesn't appears in the different Buffer Pass (…
Hello, Besides all the technical details about baking well-covered above by @Fabi_G (as always !), I think you are going down a weird rabbit hole with this model. It certainly looks very clean and detailed, but it also looks a lot like something that has been crafted with a CAD-like mindset of trying to put each and every…
Hi, I've been working on a game for the past 3 years and tried to come up with innovative techniques throughout production to increase quality without tanking dev time. I think one of the biggest achievements was managing to create a modular set of cliffs that were reused across multiple biomes and served as the core for…
So, new project in school. My idea is to build a 1932 Ford Sedan as the Grim Reapers car. And if the Grim Reaper would have a car it would probably be built with old evil parts. And it would probably look pretty bad ass. Ol' Grim sure don't have time for car maintenance so it would most likely look pretty worn and torn…
Hey everyone, I’m a bit stuck with the retopology of a model I’m working on. So far, I’ve always kept my retopology fully quad-based. But recently I’ve been looking at works from pro artists on ArtStation, and I see that they often mix in a lot of tris/quads. Especially in dense areas, I notice many faces being built with…
Hello all. It's been a while. So I'm working on something new and I'd love to get some feedback. It's supposed to be a old Russian tram/cable car. I wanted to create a hyper realistic look like something out of Battlefield 3/4 or Crysis. I'm thinking I should have started with a 4096x4096 though now...? The texture is…
Welcome to Polycount! Did you know you can embed images directly here on the forum? You can use the URLs from Imgur, or you can just drag-and-drop them directly into the post editor. It's generally better to embed images, than to ask people to open a link to see things. Less steps for people, and if you remove friction you…