Hey guys. Working on a new personal project. Goals of this project are to hopefully make a debut into substance designer, which I've been reluctant to do. I chose something in which I can focus more on the texture, this concept is very basic shapes for modeling and what not. Im working off a concept by Gabe Kralik. Here it…
Hello everyone! I'm kind os piss off working on video advertising industry, so i started to make my portfolio for games to get some jobs hahahaha Here is my new prop, hope you guys likeit https://www.artstation.com/artwork/J9QJnZ
*MOST RECENT* Hey Polycounters, I am currently working on a fairly simple model to practice some PBR techniques, and get the baking process memorized. I am working on this grenade, which I believe is German. High poly:
Hello everyone! I'm going to make a skin for Fiddlesticks. The idea is to make a "Royal Fiddlesticks" skin. I will dress him like the king he deserves to be xD Later today I will post some of my WIP and i will start sculpting soon. Hope you like it! :)
Hey my dudes! ;) I did a model 24 stielhandgranate a few months ago and didn't feel like the materials were really up to par, so i redid them. here's some pics. I couldn't quite find the right font for the text that's usually on these things so I ended up leaving it out (if you know a suitable one than by all means tell…
If you're looking to highlight the graphics of a particular model or scene, I would probably stick to Unreal. As much as I enjoy Unity, Unreal is better optimized for handling high-end graphics, and showcasing game art. Unity's strengths are in flexibility and rapid prototyping.
Inspired by Koola https://twitter.com/koola_ue4/status/832696705237725184, I made my own procedural sticky note generator. Slight difference between theirs and mine, the blueprint fills the entire space between the start and end nodes with sticky notes, instead of them being individual actors. I could use some more random…
Hey, I didn't know a better name to give it but I have a very odd thing happening and can't seem to get rid of it. Some parts of the model just look like they are masked but in fact they aren't, I can use the mesh just as normal but it just looks black. I've tried to change the material but no effect, the black stays in…
I'm retopologising in zbrush and sometimes when i move points they go into the object and it's a little time consuming to keep checking every movement. Is there a way to make the point ride along the surface?