I believe the buildings in the background are as important as the foreground. They are extremely creepy in their design and with a few lights on here and there, they tell a story. Are the ones in the building the ones that created these crypts? Or was it something else? It makes your mind wonder about the scene and…
This is really nice. Great job with the final rendering. The look great. I am really humbled with all the detail. Question. As a general rule of thumb/personal preference, do environment artist generally create the high poly out of the base program like max/maya, etc, or do they take it into zbrush/mudbox? I believe you…
Finally found some time and made an InsetFix modifier which behaves like the max chamfer modifier when set to zero tension/one segment buf fixes some of the issues (mainly with irregular geometry): The main reason for different handling of corners compared to the basic inset modifier is that diagonal edges created at…
Welcome to Zenith We’re building Zenith is a VR Massively Multiplayer Online Game that combines adrenaline pumping action adventure gameplay with a colorful open world. Think WoW meets Dark Souls, with an anime inspired, JRPG twist. We're working with a small team of talented artists to bring it to life, and now we're…
Take this with a grain of salt as I'm not a technical artist, but at least in 3ds max, you indeed have face normals and vertex normals. Maybe you can think of the face normals as the actual geometry (or purely in which direction a triangle (maybe polygon) is facing. That's dependent o the vertices, but not the vertex…
Thanks for the replies. I realized it’s probably a UV issue. I didn’t properly unwrap some areas of the low poly, like the screws, either out of boredom or because I wasn’t planning to show them in the render. My goal for now is to create some high-resolution hero shots, while also practicing making a game-ready model for…
I've come to a point where I consider my portfolio complete enough to land me a job in the industry. What do you all think? https://www.artstation.com/ethanrichards01 GROB-06 is my most recent project that is supposed to showcase a proficiency in environment creation within UE5. Honestly this was my least favorite project…
Hello ! :) I'm working on a character's hair but I need some advices to go further. There are a lot of way to create hair but it's never as good as I want it to be so I try a lot and a lot of differents methods... I created a spline, copy/paste and move it 10 times more or less to test. Then in rendering, I "enable in…
Hello, My name is Adayas Galvão I am material artist and environment artist, currently looking for - Freelance work - Full time remote work Experience: -------------------------------------------------------------------- 2018 - 2026 Petit Fabrik - Environment artist creating pipelines, assets, textures and optimizations…