Hello people. I'm Hector Lucas, a 3D artist specialized in modelling, texturing and lighting with 3+ years working experience in the industry. Some of my skills include: - Maya and 3DMax modelling - Zbrush sculpting - Low Poly topology - UV Unwrapping - PBR Texturing in Substance and Quixel Suite - Integration and shading…
Landmark Asset Production (LAP) Job description low polygon modeler with an excellent eye for optimization of detailed hard surfaced buildings / landmarks. Ideal candidate has worked in low-polygon production pipeline and is used to producing fast, high quality results on a consistent basis. All models will consist of…
Landmark Asset Production (LAP) Job description low polygon modeler with an excellent eye for optimization of detailed hard surfaced buildings / landmarks. Ideal candidate has worked in low-polygon production pipeline and is used to producing fast, high quality results on a consistent basis. All models will consist of…
Hello,kindly i would like to ask you for a help.And i'll be very grateful if someone can help me.Here is my question: Lets say i've got objects(house)in 3dmax with multi/sub(Materials) 9 ID's.They are unwrapped with second chanell as well for light maps.When i import the meshes in udk one by one,lets say the walls which…
hello again polycounters :) working on a new folio scene, based on a concept by elliot lilly (didnt ask for any permission, so if anybody here thinks i should before proceding, please do say so, dont want anyone saying im using other people's work unaccordingly). this is the concept: and this is what i have so far: some…
A paintover can and should be used at anytime in the pipe when one is needed. You don't always need to take the same approach. Take a screen shot from the most readily available medium that depicts the furthest along point in your production. For example; If all you have is a model in 3dMax, then use that. But if you've…
I have a few that old and still working too. Magically :) Now I am planning a lot , spend sometimes more time on that than on actual art and it drives me crazy . Recently had to move my work environment from home desktop to a laptop . Did everything from a cloud backup and damn thing still doesn't work as expected in a…
Thanks for the critique. You were right. It was around half a head to long proportionally. I've corrected it and thickened the neck a little. Ahh right, I didn't realise that was the plural, my bad. Because I'm making it a character for importing into Unreal engine 4 I'm actually going to bake out a few types of feathers…
I first heard about this in a discussion about Arch Viz renders, particularly Alex Roman's 'The Third and Seventh'. Of course that's 3dMax and Vray - very different to a real-time game engine. Chatting with other devs I heard that some guys are modelling more detail into (lets say) a tree and relying less on alpha mapped…
You need a uv shadow map, in udk it's the channel 0 It makes problems when you use the symmetry and the map that udk generate don't work properly. I don't know if there is another way to fix them, but I generate a new uv in 3dmax as channel 1 without symmetry and I move the older to the channel 2(with the symmetry), then…