Really interesting. Besides the fun technical limitation of these being vector- and mouse-made, I feel like such studies might also help with memorizing material rendering/surface behavior to reuse later when rendering concept sketches made from imagination. Cool stuff ...
Have to agree with @Noren , @ZacD , and @pior : both the contiguous unwrap and compound curvature of the shape are contributing to the distortion in a way that's almost unavoidable with a [tiling] texture only approach. Lot's of good advice on how to proceed with different approaches from everyone in this thread. As far as…
Hey man, I feel your pain! I'm a graduate too and getting a job in this industry is proving to be rather impossible! Your pier scene is cool, the screenshots initially looked like they lacked a lot of atmosphere (I was going to suggest adding some fog), but after watching your show reel, the DOF gives it enough atmosphere.…
Hi, my name is Oleg. I'm a character artist. I'm looking for a character artist position. I provide: -3d models from concept to game-ready state. For UE4\For Unity. My skills: -sculpting -hard surface modeling -organic modeling -clean low poly -texturing (all things: unwrap\baking\texturing for PBR) -facial blend shapes…
I have always found it really difficult to unwrap objects with lots of complex interconnected hard surfaces. I was just wondering how everyone else goes about doing this. I have attached an image that shows the kind of problem I am talking about. With a model like this I may not always be able to take a modular approach,…
Hi guys! :) I trying to bake height map from photoscanned surface (old brick wall). In all acticles and tutorial about that process/ low poly model for baking are allways conformed to high poly and have some enougth subdivision level. Unfortunately xNormal/Substance Designer baking maps with a huge distortion. It doesnt…
Hi I'm currently working on a low poly game and a lot of the models are hard surface, even the organics are very blocky. Unwrapping the models is becoming a bit of a chore and I'm just looking to improve my efficiency. I don't use pelt mapping because my models are very blocky so I've been finding it a lot easier to just…
Hello, Where do you see much more job / career opportunities ? (of course, if somebody suck at both then nothing of it) is it in making 3d characters or in making 3d props ,cars, mecha, assets ? I know that making a 3d character consists also of making 3d props but that doesn't count in this case because its the part of…
Hey there, My name is Tejinder Singh, and I am a 3d artist, proficient in hard surface modeling with realistic renders. Skills that are suitable for any product or game asset related projects. I have a work history of 1 year as a freelance artist. Along with having sharp skills in 3d, I also have a deep understanding of…
Responsibilities Bad Galaxy Games is seeking a driven and talented hard-surface modeler to create realistic, high-quality spaceship models for an upcoming science fiction game about exploring derelict space craft. The nature of the game means that the player will be able to view the entire model from a distance or approach…