Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
Hello! My name is Miguel Salgueiro. I'm currently open for work, I am a 3D artist focused on props for games. I have expertise in modelling, sculpting and texturing, I have some experience working at a Software Development company as a 3D Designer and at a game development company as a 3D Artist. Software Skills: Maya, 3DS…
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Lol...guess couldn't let this one go, anyway had actually personally struck a chord remembering how it was when I had started out. Aside from the OP, many have bumped up against the frustrating challenge CG art can often represent...this 3D medium is no two ways about it really f**king hard! technically let alone…
I have seen it being an issue in some studios when it came to assessing culture fit. But it was always implied, in the sense that if I came across as a big kid its probably better than looking like an older professional. Though honestly these are rare cases and really comes down to studio demographics. Usually the people…
Ive been chipping away on this chonky Zelda character! Currently finishing up the blockout stage and I'll use this thread to keep posting little updates as I go. Hope you like it and feedback is always welcome! Concept by Baj Singh.
That depends on how the file was exported - Maya is capable of exporting valid smoothing groups to fbx (it's a feature of the fbx format, not to be confused with max smoothing groups) and they can come through to max correctly Regardless though, on import you'll end up with explicit normals on the imported mesh. Any…