Hi! I wanted to ask about an issue which occured to my normal map through baking in Substance Painter (2024). The UV seams of my mesh are clearly showing, which doesnt let it be solved through using triplanar projection, using Smudge or Stamp Tools or a brush. This tex is baked in 4k, but will be still too visible for the…
We are looking for an artist who can make Animated Maps in Unity. Put together assets, edit them if needed and use special effects etc. Output should be like this: https://www.instagram.com/dynamicdungeons_official/ Thank you! DM me on Discord @metavoros
We’re developing a stylized endless runner for iOS and Android in Unity, with a strong focus on the main character and the world around him. The project is already in an advanced testing phase. Our team includes a skilled programmer, animator, and 2D artist. We work remotely, communicate via Discord, and share data through…
Hi everyone! I’m Jean-Luc Hernandez, a freelance 3D artist focusing on stylized asset creation for video games. I specialize in PBR texturing (Substance Painter) and hand-painted rendering, working mainly with Unreal Engine 5 and Unity. 🛠️ What I do: * Stylized 3D props & environment assets * Game-ready topology & UVs *…
Hello! I have been working on this for a bit now, but I forgot to keep it updated here on Polycount. This is my Nightcrawler Marvel Rivals Fanart based on the concept by @ishaliart (Her and my artstation are linked below where you can see the progress there). This version of Nightcrawler is intended to be a Strategist…
a slight variation or how you simplify the geometry.... --********************************************************************************** fn make_cube_side tmesh fi f1verts f2verts matid smg =
( setface tmesh fi f1verts; setEdgeVis tmesh fi 1 true; setEdgeVis tmesh fi 2 true; setFaceMatID tmesh fi matid;…
I don't think its quality drop exactly. My idea is that "photo-real" on realtime rasterizing engine whatever advanced it might be still requires certain level of special visual style , an art transformation of reality . Not like usual stylized hand-painted games, typical for mobile games but still lots of show vs hide…
Hi, I'm a 3D Artist focused on props and environments for games. Specialized in handpainted and PBR texturing workflows, low-poly and high-poly modeling, and optimization for real time engines like Unreal Engine and Unity. Skills - PBR Workflow - Handpainted Texturing - UV Mapping and Unrwrapping - Hard Surface Modelling…
I’ve been working on quad remeshing workflows for animation and game assets, specifically around edge flow consistency and deformation safety. Most automatic remeshers are fine for previews, but I kept running into problems on denser meshes where diagonals and uneven flow made rigging unpredictable. Below is a before/after…