Hello everyone! i am trying to go with the Fortnite characters look, this is a first wip of the highpoly, would really appreaciate feedback if possible, thanks!
Would like to share that studio I'm working in has started hiring Here's list of positions: - Technical Game Director (developer to lead the dev team) - Lead Game Producer (general producer / manager) - Unreal Engine 5 Client Side Developers (c++ devs with UE experience) - Rust Developers (rust system engineers) -…
ive been tinkering abt with this character for a while lemme know your opinions and sound advice also the body is low poly&baked, the helmet is still hi poly and its not too late to change the design, sleek, hard-hitting, and determined are the words i mapped for this characer thanks in advance
Hello everyone! I'm very happy to share my latest project with you! It was quite a long journey, but it was also a lot of fun and seeing this character taking shape and life was definitely very satisfying! All the lighting, presentation and renders were done in Unreal Engine 5.6. I'm very happy that I can finally say that…
Current WIP Parkour/Freerunning girl (in progress) Jouster (DONE) : Game character for school project (Done) : First Post As the title is saying, I am going to be creating characters for my portfolio in this thread. And why do I start with this now? It is because I am currently attending a polytechnic school, which means…
I don't agree with danshewan completely, yes, learn the app and tools on simpler things but you should start getting familiar with modeling organics as soon as you have a good grasp of the tools. Prop and environment modeling is a field unto itself with its own rules and constraints, I am no pro but I did find that my…
I’ll be sticking to the fighting game genre, drawing from
Battle Arena Toshinden 2. Toshinden and Toshinden 2 were some of the first 3d
fighting games I remember playing and enjoying…and especially liked seeing all
the character illustrations in magazines, with Tracy being the standout. image source:…
Been integrating Meshy and Tripo outputs into UE5 pipelines for a while now and the generation step is no longer the problem — topology and textures come out reasonably usable for props and background assets. The problem is everything between export and the asset actually being in the project correctly. My current manual…
Stormseeker Games is seeking an experienced Sci-Fi Concept Artist to help define the visual identity of starships for an in-development turn-based tactical sci-fi game. We are looking for an artist experienced with:* Spaceships and starship interiors * Science fiction architecture * Visual development and worldbuilding *…
So far I only created props, I finaly want to try some characters. My understandign of anatomy (at least of muscles, not of pose and dynamic) is ... ok. I dont want to create a character for a profesional protfolio. I just want to create this charakter fo no other reasont than creating him. Im not intrested into sculpting…