I'll echo Bagel and point out scale, composition and level of detail as the main aspects blunting your work. You're pretty good, but these aspects—key in environment art—need further attention here. Buckle up because this post turned out long! Scale, composition, level of detail Their importance lies not only in making the…
Hello there, I am having some troubles with render to texture in max, any help would be appreciated. In fact I have 2 problems, both with baking textures. 1. I'm trying to render the shadows of this model to the diffuse map. I do everything the same way I always to it with the render to texture tool. But somewhat all I get…
This may seem basic to many of you, but I am looking for suggestions, tips, anything really to get started showing off some of the textures I've been creating using Substance. I continually see people showcasing the sphere + smooth cube, and I have a hard time believing that it's just a screen grab out of Substance…
Even without editing the UVs you could push the texture quality a lot further I think. You could downscale the texture to 512 with nearest neighbor (sometimes called Point filtering), then add some more highlights and details. The materials you have right now could be a lot sharper and more representative. It's worth it to…
Yea...i suck really bad. I just need some help, ok, like if i get a picture of a mdoel i want to do. I take it into photoshop and a pant on a poly flow, then i save it and open up max. Then I try to copy that poly flow i did on the image but i suck at shaping it. It just never comes out right. So i guess i just need some…
Tampered Evidence, which is an organization comprising me, is looking to commission some paid 3D modeling work for an indie game I'm working on. Web site of the game is here: http://www.thedittyofcarmeana.com And a little more info on what I'm looking for in general: http://www.tamperedevidence.com/modeling.html This could…
Nice job! End result has really nice texturing work. The wireframe could use a significant amount of optimization I think. Usually for a game asset like this, you would want to have the edge flow match the design details, rather than being an evenly distributed quad grid. Curious how low you could go, and still preserve…
Nice! Looks beautiful, love the stylization. Can you share a bit of the creation process for these rocks? I’m guessing maybe a macro-sized bake for unique normal map, combined with micro-level tiled detail maps? Reminds me of some of the work Naughty Dog has shared here before.…
We are looking for 3D artists and coders for our game Rotting circuits. It's a open world sandbox survival game set in 2050, think terminator meets the walking dead. As a 3D artist you'll be working on the following in no particular order environment fabrication, prop fabrication and character creation. As a coder you will…
Hi Polycount, I've recently finished getting my portfolio up to date and I'd love any critique/feedback on it. Layout, arrangement, presentation, any projects that should be dropped - that sort of thing. :) https://www.artstation.com/benjaminwood I'm currently in an environment artist/world-building role but I want to move…