Hello, I'm Simon. I'm a 2D artist from germany with a focus on illustration and concept art, and currently open for work. Most of my work is made in a semi-realistic style with a tendency towards fantasy. Proficient in digital drawing and painting, I mainly use photoshop and Krita. I'm equipped to work completely remote.…
I think you should go back some steps to the sculpt and follow some real life references if you want to improve your realistic skills. As of right now you are missing structure in the face and the proportions aren't realistic. Just putting a realistic texture on a face that is incorrect anatomically will not be a strong…
Web Developer (Interactive 3D / Three.js) Location: Remote Company: HeartStamp Type: Fixed Bid Contract ($USD) About the Role We’re seeking a Web Developer with deep expertise in interactive 3D experiences — someone who can deliver buttery-smooth, ultra-realistic scenes that scream luxury. You’ll be responsible for…
I've been mucking round in Godot lately trying to get some nice npr/toon shading stuff going and I got upset with reflections because they look smooth and realistic and boring. I don't want smooth and realistic and boring, I want my reflections to look like they're toon shaded as well. so.. To get toon lighting you…
yes, lots, and i was researching into how to make realistic web without looking toony or too cliche. Are there any techniques you could recommend that are effective?
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
We are StudioNX, 3D game graphics outsourcing studio specializing in
AAA-quality characters and environment modeling based in South Korea We are reaching out to explore potential collaboration opportunities
with your team. # About Us StudioNX is a team of skilled artists with extensive experience in creating 3D
characters…
In most use cases, mid poly modeled with appropriate detail will serve as both the source and target mesh, without the need for a conventional high to low poly bake workflow. In other words Substance Painter for example, enables the user to self-bake their mesh maps. Anyhow check out these comprehensive tutorials which…
I wasted so much time last year trying to find any generative AI that would do something helpful in gameart production. Very much to my surprise I found absolutely nothing . Especially after all those short AI youtube vertical videos. The gameart depends on subtle nuances too much, especially in realistic style . Too…
Do you create moss in Substance Designer, or is there a method to do it in SpeedTree to use as a texture for blending? I'm aiming for realistic results.