We are in early stages of development on a new mobile video game. It is a tower defense type game in a stylized art. We are in need of 3d modelers who are experienced and proficient in this stylized format. Please contact me if you are interested. DarkRiftArts@gmail.com
Hey guys I was just curious as to what are generally accepted workflows when working with character models requiring multiple level's of detail, especially with regards to retaining the same uv sets. Any nudges in the right direction would be appreciated. Cheers
Hey guys, my name is Nick Dodd and I'm a 3D Artist based out of Houston, Texas with primary skills in illustration, modeling, texturing and lighting with secondary skills in animation and compositing. I have about 4 years experience working in the fast paced Oil & Gas multimedia and marketing industry and have done work…
The main thing i deal with these days is efficiency, finding the best and fastest way to do something properly, that's why I'm doubtful. For example, not being able to select/move vertices or being able to target weld means you have to use slower workarounds. And that UV'ing method looks like he needs to physically…
We are currently producing a mobile game and require modelling, rigging and texture work done. It is for our main female character and male counter part. The work consist of : 1) 2 x Character meshes 2) 2 x Biped rigs 3) More than 30 hair style meshes (weight painted / basic rig for pony tails etc.) 4) More than 30…
Just curious if a card such as eVGA or ATI would be better for 3d modeling/rendering then a Matrox? What are some advantages and disadvantages of both? Thanks.
I understand quad remeshing but it is unsuited for intermediate modeling purposes. But there should be a reason for the topology mismatch between Blender and Max. An OBJ or FBX file should work about the same in most applications unless there is an actual error in the geometry.