Greetings! My name is Rogelio Delgado and I am a Sr. 3D World Artist currently working on an unannounced AAA title for MS. I have worked on AAA titles for Bungie and Monolith, as well as some other smaller titles for other companies. I am looking for some part time freelance work (anywhere from 10-20 hours a week). As far…
Hey everyone, I've been sitting quietly going through the wiki and reading everything I can get my hands on for the better part of a year now! I'd love to start getting a bit more active in the forums and getting involved with this amazing community of artists. So anyway, my name is Weston and I'm a student in a simulation…
A spontaneous black hole has appeared not far from the kingdom's home planet and has started to rip apart and spagettify the world around the kingdom. With light being sucked in by the black hole I'd imagine it would red shift a bit and you'd see the sky gradient changed. Around the black hole I want to put a ring of…
http://imgur.com/pOw98m3 I'm working on a ship and ran into a situation where I hope to get some advice. I want to create panels in my ship but work on smaller parts. So I decided to break up the main blockout into chunks and re-topologize before working on it and adding details/panels, etc. Is this the best method to do…
Hi all. After years of doing everything from indie games, teaching game development and working on virtual environment productions, I developed a serious itch to go back to my roots and focus on 3d modeling. I'm starting this project in my spare time, inspired by this incredibly wonderful concept of Garing3 Besides looking…
Cool Cool! @jakemoyo Erm from the get go, I have a default scene custom made to already include a Human scale. and one that's in a seated position. So yeah, I would definitely get the scale dead on before you begin your blockout. I use fbx 2018 at the moment, so I'm not sure, if you're having problems with importing fbx I…
I used to start my sculpts with the arshlevon basemesh that can be found on this site but then I started to do my meshes on my own. I either start with a super basic model that is just a box with a few extrudes that has roughly human proportions or I create my blockout with dynamesh. Either way I retopologize to get better…
I have that alot aswell. what I do is start a project, make a blockout and leave it for a a bit and then come back to take a new look and refining it etc. the end part of adding little details and stuff is where I'm not so pumped, the end result is good tough.. the I leave the model be and come back to take another look,…
Pretty standard way to do any architecture for that matter is: 1. Create tileable textures. 2. Model base blockout of whatever you doing (house). 3. Identify repeatable shapes. 4. Model those shapes and unwrap them over your tileable textures. (yes this is the key, you conform models to textures not the other way around).…
make it a solid fill (grayish blue or so) and then start using the gradient tools in PS. Start with that to work out the basic diffuse (you can also add some AO renders as aid) and then pic a texture that is far most consistent and not to grainy and try to blend it (using some blend mode mixes). Whenever I start I always…