Hi everyone, We’re Lucid Realm Studio, an indie 3D game art production team, currently looking for mid-level freelance 3D artists experienced in creating stylized hand-painted armors for a stylized MMORPG project. Texture quality level and art direction is similar to WoW. Project Style * Stylized MMORPG * Hand-painted…
Hey there :) I have that mesh in maya: notice the creased edges on the outer edges, i added them to get a smoother look while maintain the hard edges there when subdividing: because WITHOUT that crease subdiv would look like that: so i export that with creases as FBX: and import it into maya: the "creased" edge is now…
Hello, i'm new here, i'm trying to learn Zbrush, i'm kinda confortable with organic sculpting (not very good but i can do things) but for hard surface, i know hpolish and a few other brush but i still suck and i don't even know how to start to make an armor. i want to know for you what is the best course that could help me…
Thanks for that! Sorry for the double post, and the late reply. Forgot to check back in for a little while. I unfortunately don't have any work saved. I never got anything I was satisfied with, and just kept restarting and playing around more with the brushes and filters but could never quite get it right. Not too long…
Zbrush in no way is a hard surface game ready asset creator. And it is not intended anyway. It is basically a 3d sculpt program to complement other programs and you will find roadblocks or very slow workflow if you try to use it for that as standalone. The retopology tools are poor, the UVs are the opposite that hard…
I've never heard anyone say that, especially on polycount. You typically want hard edges on spots where there is a drastic change in angle on your mesh. Where you have these hard edges... you also want to have a split in the UV shells (and those shells separated in UV space a bit or it doesn't matter). There is another…
Hi, I'm Jake Nolt and I am an experienced hard surface modeler with 4 years of experience creating game engine based apps, mods, and games. I work in Unreal 4 and Unity3D so I am very familiar with texturing for their material systems. Skills include: Hard surface modeling Organic modeling High poly modeling Low poly…
https://www.artstation.com/artwork/X1dWQY Game-Ready, Tom Hardy Likeness for an upcoming (nearly finished) fully fledged character. Heavily inspired by his James Delaney look on Taboo (as I feel it suits what's coming quite well). I did change the beard according to other references (PureRef) and what I feel looks best. It…
Hey guys, I’ve been working a bit more on my vintage hand drill, and my plan has changed. I was not very happy with the quality I got in 3ds Max, and I felt like I reached my limits there. Because of this, I decided it would be much more efficient to do this project in Plasticity. I spent some time learning the software…