Hi! I'm a 3D Modeler specializing in Low Poly assets and accessories. I just finished these Crystal Turquoise Wings and they are ready for your game. I work fast, keep my models optimized, and I'm looking for freelance opportunities. Here is a preview of my work in the image. * Payment: PayPal (USD) * Contact: Send me a…
I think it's really important to design a narrative before creating an image. What is the image trying to communicate to the viewer? Defining this will allow you to make decisions about how to arrange the scene, where to put the camera, how to light it, etc. Without a clear goal, the viewer is left wondering why they are…
Yeah sure, here's a one off custom apoc car "Highwayman'ish" authored with physics by tumbajamba over @ Nexusmods: https://www.nexusmods.com/fallout4/mods/104585?tab=description ...and how it rolls in FO4 (just forward too 16:19mins) https://www.youtube.com/watch?v=BYYCXjXNnSs
I'm working on a "remaster" of an old-school dungeon crawler called "Dragon Bane 2" as a personal/indie project. It's a dungeon crawler, with 3D grid-based movement and 2D turn-based party combat and inventory systems. The project needs a 2D freelance artist willing to work against a backlog of tickets to polish and extend…
For me Digital Sketchbooks is like paint sketching etc but i doing Zbrush 3d Sculpting mayeb i am wrong or not no meter this can be Digital Sketchbooks or 3D art who ever want to see there liking of this i want to be this my and others reminder keep on doing something what u love u can make big progress no meter what kind…
Hi everyone, I’m currently working on a 3D model for a class and I’ve run into some confusing normal map issues. I’m baking in Marmoset Toolbag 5 and texturing in Substance Painter, with Unreal Engine 5 as the target engine. The Issue:
When I import my Marmoset-baked normal maps into Unreal, they look perfect (DirectX…
We are developing a stylized mobile game and are looking for a programmer who can help move the project forward together with our lead programmer. We already have a strong technical foundation and several systems in development, but we now need someone who can assist with implementation, optimization, and further expansion…
I made it as a standalone filter, you load it in your software (I usually use Substance Player) then input your un-normalized texture, set the parameters you want (output resolution, bit depth, and file format) and save the normalized file.
Check how it looks when materials are applied, and it’s put in a scene with lighting and camera angle. Many of these tiny issues become essentially invisible, in situ. But yes, triangles and ngons are ok, as long as they don’t adversely affect the shading. Usually fine on flatter areas.