Hey guys, I am new to modeling, especially in 3DS Max. I would love some feedback on a prop I am modeling: Its suppose to be a weapon crate from Borderlands :)
Please, before trying to use it in game, take a moment and read this -> http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling Hard surface modelling and smoothness aren't used in games directly. As the wiki explains it smoothness is about creating either models for baking normal maps (and other maps) or for…
What about Sweep a spline shape, down a path spline? It is fairly easy to edit a handful of spline verts and have it drastically change the geometry with very little effort. The UVs it gives you are also fairly decent and can tile well. You could also model out a long straight trench and then pathdeform(WSM) instances of…
Hello awesome people. Hope you all guys doing well and wish you all the best in coming year. I have couple questions regarding hard surface subd modeling for cinematics. I practice modeling complex items and stuck with some basic staff I guess. This is reference image that I'm trying to model 1. Should it be a single piece…
This role requires excellent modeling and texturing skills with solid experience working with Maya and the Unreal Engine. The applicant should have a strong portfolio and generous understanding of hard and soft surface modeling. Skills needed: Ability to model large areas as well as modular pieces to supplement those…
I am looking for a 3D model of Red Harlow from Red Dead Revolver, not some HD model, but the old, classic version of Red from Red Dead Revolver. Why don't I export it myself? PCSX2 Doesn't work like that. In addition, Ninjaripper does not start.
As usual I've psyched myself out. Just to give you the breakdown on what I'm trying to decipher I have this carousel. The carousel has wood that repeats throughout certain areas, from the carousel floor to actual props. The best idea would be to tile this wood as it gives me more uv space for the rest of the asset to be…
I'm looking for someone that is fully capable of modeling, skinning and animating a high quality player model for the Half-Life 2 engine. I have concept art and specially designed concept art to make the modeler's life easier. If possible I would like private E-mails of people's prices if they are interested. Thanks folks,…
Hello! Firstly, thank you so much for taking the time to read this post! I am Robby Hwang, the assistant producer of an Advanced Gaming Project (AGP) called SWARM. Situated at the University of California, we are hoping to make this game a reality! We are looking for individuals who can take up the responsibilities one or…