This is my latest model.I wanted to try something different from character so I did a motorcycle.It is 6389 polys and 1x1024 texture. C&C are welcome. Reference: Model:
My name is Artem. Artstation profile. 3D Junior Environment Artis High proficiency in 3ds MAX modeling package Proficiency in Photoshop and substance Painter/Designer Experience in Unreal Engine 4 Skilled in video game environment model and texture production and creation of PBR assets and the PBR Lighting workflow in…
Department: Visualisation Location: London Reports to: Head of Visualisation Job Description: * Creature concepting through to full asset delivery * Creating bespoke human characters with specific likenesses * Developing assets to work seamlessly within the shot pipeline * Understanding and interpreting Art Department…
This job is a four to six month long contract position, 40 hours per week, working on site. Must be local to Austin, TX – relocation is not available for this position. The Contract Texture Artist will work closely with the project’s Art Lead and Game Director to create exciting, lively art pieces for Armature’s latest…
Quixel, Marmoset, and Polycount are pleased to be announcing the winners of our Petrol/Blood contest. This contest asked artists to create a depiction between a rider/pilot and their mount/vehicle as if they are participants in a vehicle deathmatch tournament. Emphasis was on next-gen PBR rendering systems and artists were…
Nice project! In terms of modeling you have a fairly clean lowpoly mesh, good work here. I think it could use more polys all around since you have very visible facetting, especially on the big round dial in the middle and on the corner piece with where the lanyard is attached. In terms of proportions you have a few errors,…
My longest post ever, incoming! As some people might have seen I was running a five day marathon of making one mech per day, and livestreaming for 8 hours. I wrapped it up two days ago, and thought I would post my thoughts about it here on polycount aswell :) I have been meaning to implement lots of changes to my workflow…
Hello, I'm looking for critiques and things to work on to improve my portfolio. Any C&C would greatly be appreciated. Tear me a new one if needed. Thank you, Eli Site: http://elisassenhagen3d.wordpress.com/
Hi there, I'm struggling to understand how calibrated albedo maps are actually made. There is so much talk about PBR, how it's wonderful, physically correct awesomeness. But not even Allegorithmic has any information on how to make a calibrated texture. Let's look at an example. Pretend that I want to know what is the…