I’m a skilled 3D artist specializing in game-ready models, textures, environments, and asset optimization. I work with both stylized and realistic styles and focus on clean topology, performance optimization, and high-quality detailing.🔹 Custom 3D Models 🔹 Texturing & Retexturing 🔹 Environment Assets 🔹 Game-Ready…
I've been practicing this on my own for a short while now, and I'm at the point where I don't really know what exactly I need to do to improve further so I figure coming here and asking for feedback is probably a good idea, so here goes!
I still haven't gotten the ropes of Maya's UV unwrapping system. I tried to unwrap this UV shell here and got this, but I know there's a better way to unwrap this so it doesn't resemble a mangled worm. Can I get some advice?
Hi Polycount! The original mask was for the Killing Floor 2 contest a little bit ago, but myself and @zhixson decided to keep it going and make a few new sets. All work done in Quixel Suite 2, rendered in 3DO. Let's us know what you think! ZHixson's: Mine:
Hi there! I am having difficulty finding resources to generate a tiling mask that is non-uniform as the image below. I want to have an Omni-directional tiling pattern that has: * Varied Size of bricks * Varied Orientation * Non-uniform (breaks grid) Can anyone point me in the right direction?
4 Years industry experience. Check out my portfolio at www.polygonssrinu.8m.net If you dont find what you seek in my portfolio contact me for additional samples
Not to advocate spending alot of time unwrapping the high but, When I use photo textures as a base I often do a 'blended box map' of them on the high poly, get the scale right and then bake it down onto the low. It really reduces time spent seam fixing.. that said it only works on some texture types.