Hello everyone. Yesterday i had a conversation with a friend about DDO (dungeons and dragons online). Im a 3d artist and i was trying to explain to my friend(playing ddo) what is a normal map. I figured that ddo have normal maps only on some walls and not on armors etc. So i decided to try to export some game files and…
hey everyone. in a while i was thinking about some ways of optimisation and automatisation of my ways to create 3d assets. step by step i came to this question. How can i fastly cover mech robot with some sort of patterns? this is all fine with a simple-shaped details. i can just create a bunch of decals of a rectangular,…
Who are we? Gran Skrea Online invites players to create their own destiny in an original world of medieval fantasy. Embark on varied and challenging quests, square off in ruthless PvP combat, or write your character’s story through an unstructured economy and player-created guilds. The mythology and danger of Gran Skrea…
Voting concluded. Final TWO Mech 8 votes Tilda 7 votes * We the community as a whole will decide on what will we be working on for this upcoming month. * Anyone can participate in the voting process, even if he or she doesn't participate in the Monthly Challenge itself * You can vote on multiple pieces. Simply post or…
So, i am not really sure where to start at this and honestly, I have never posted my work here because honestly, you are all dedicated artists of such high caliber that I always felt kinda like I would waste your time asking for opinions. Either way, I was working on an RTS for some time and I may take these assets and use…
Hey everybody, First time poster putting up some work in progress. This is a hammer prop for a larger armory scene. The low poly includes the normal map and ambient occlusion.
Honestly, it's a decent portfolio and you have experience so I think at that point it will all be nitpicking ! I'll still give you some feedback from my own experience hiring and interviewing people. What works : The knight piece has some very good clothing/armor work. Ease of access. Everything is there and the "resume"…
When doing modular characters I usually skin up a base mesh first and then all of the clothing copies its weights from that base mesh as a starting point and then you refine and tweak any bits that didn't copy so well or are too divergent from the base mesh to accurately be copied. Also keep in mind that there isn't one…
A lot of it has to do with personal tastes, when looking at concepts try and figure out what you enjoy about it. Is it the shape? The way it is rendered? The colour?. It gets pretty abstract for me at times. Like I'd enjoy how a person would render worn armor with a couple strokes (and then realise I just enjoy simplistic…
Yeah, now that you mention it, I can see how one could fail recognizing this as a weapon at first glance. The handle has been a big problem and I'm trying to redesign it to make it more recognizable as one and more ergonomic. Yeah, that was part of the original concept art so I just modeled it. I have tried to come up with…