Hello fellow Polycounters! I've taken the feedback I've gotten to work on lighting/rendering. I've also added new pieces to my portfolio. I would love to get some feedback from you guys. You can find my portfolio at: https://www.artstation.com/artbyfan My previous progress thread is…
Hello all I would love some feedback on my portfolio I put together for an entry or intermediate level artist. My artstation can be found here: https://www.artstation.com/artbyfan Any feedback or general advice would be appreciated! Thank you.
Hello everyone, I am princevx4. Currently, I am enrolled at Think Tank Training Center's Online Program. I wanted to log my progress on my foundation term final project here! I will be recreating Zeen Chin's "The Vessel" in a 3D render, which you can find here: https://www.artstation.com/artwork/oODJ4w This is my progress…
Hello guys, So I have a new challenge to do where I work, we need to create a FPS map. So what I need to take into consideration when doing a "playable" terrain for games? polycount? keep it simple ( to avoid collision problems) etc etc Thank you!
Hello kanga !This model is definitely made by me, not by AI. :) Thank you for your opinion and time spent. Some recommendations seemed reasonable and accurate to me (for example, about the background and clothes). Have a nice day!
Hello Musashidan, I am interested in the links you shared back then Brad Noble skeleton Rig and Pen Productions , Their no longer active. Any idea where I can find that content? Thankss!
Hello! My name is Miguel Salgueiro. I'm currently open for work, I am a 3D artist focused on props for games. I have expertise in modelling, sculpting and texturing, I have some experience working at a Software Development company as a 3D Designer and at a game development company as a 3D Artist. Software Skills: Maya, 3DS…
Hello everyone, I did figure it out. I did not see unreal 5 did not remesh the original mesh. Just had to create my own mesh in Blender with a higher poly count and now the waves are moving as intended! Now I just need to work out the caustics :)