Hello everyone, I'm working on a small environment, this is still work in progress but the idea is to have a monument inside the vastness of the area. The foliage is not my own, but I messed around with the materials, it's one of the things that's hindered me a lot and I haven't found any in-depth detailed tutorials on how…
Hi, a few days ago I started to look for a weapon of one of my D&D characters, as I can't find a matching weapon to my idea, I decided to design and model one of my own. I also used this to practise a littel more hand painted texturing and WoW'ish modelling. Modeled 3DsMax (1518 Verts) Texture: Photoshop (Handpainted…
I started making this model for the Cubebrush art war, but I got started late and realized I won't finish on time. Still want to finish though and though it would be good to post here and maybe get some critiques. While I am modeling this, I'm still pretty early in development so critique away. My biggest concern currently…
Role Overview We are looking for a talented U.S.-based game artist to help create visual assets for an independent strategy game project. This is a fully remote contract role for an artist who is comfortable working in a fast-moving startup-style environment and can produce polished, game-ready assets. The project uses a…
@Computron : The fact that the gun looks blocky is normal, I think. There is a gun similar to that one in District 9 (except it's more like a rifle than a rocket launcher) and it's also blocky. As this model is inspired of this gun, so I guess it is also shaped in a blocky style to fit with the original.
Hey guys, here's a short sci-fi project I've been working throughout this week. Always loved Starcraft tilesets and wanted to do something to emulate that style in UDK. Most of the normals were created in nDo and the texture maps are 100% hand painted. Anyways, had a blast working on this. It's such an awesome style since…
Hey guys, I'm sure all or most of you have seen this concept before. The following images (and video) are from an environment that I created for my final year project at university which was based on a mixture of the concept above and the game 'Fable 3' by Lionhead Studios. Hope you guys like it! Bowerstone Industrial…
I think the hemi-sphere side walls and roof could use some interesting braces or struts protruding out to create a better silhouette. The up-close geometry is cool but from far away it looks flat. Perhaps look up Calatrava for some inspiration...
Well... Seeing that there was a news post about translucency that actually would potentially work in the Maya viewport I gave it a go. Still work in progress, but working fairly well. There's obviously no shadows as it's Maya and even so, with this method it's not going to work perfectly on a human head. Let me know what…