hmm I would'nt worry about ditribution of polygons just yet..espesially if this is your basemesh...some bits of the mesh are going to be denser than others when it comes to your sculpt...if you need to bump it up..just subdivide it up to the next lvl...retopo the geometry once your forms are defined by the sculpt as far as…
Hello! I'm the developer of a game on Steam called Party Panic. I'm currently working on a new game that's in it's early prototype phase, and I'm looking for someone I can offload some of the 3d work to every once in a while, paid per task/group of tasks as the prototype development progresses. I'm *okay* at many of these…
One has to distinguish: Signed distance fields or functions does define some volume. Ray Marching is one possible algorithm to compute SDF's. Another possibility are voxels.. even if "rastered". One may say that the (original) metaballs are a very simple version of SDF.. only some radius around some ball centers…
This week I started working on the blockout for the sniper rifle and focused on building a strong foundation for the overall shape and proportions. My main goal was to establish the base forms and get a clean, readable silhouette before moving into any high-detail work. So far I’ve modeled the butt pad, cheek piece, sling…
Hi everyone, we are looking for someone who can help us bring our game to players and shape how the project is presented and communicated. We are currently working on a mobile arcade game called Gary Getman. The core gameplay and direction are already defined — we are not redesigning the game. What we are looking for is…
We’re developing a stylized endless runner game for iOS and Android in Unity, with a strong focus on the main character and the world around him. The project is already in an advanced testing phase. Our team includes a programmer, animator, and game designer. We work remotely, communicate via Discord, and share data…
It looks like you are defining large forms at high subdiv, try going down a few and smoothing things out before going back up. When you define larger forms at high sub lvls you end up with unsightly smoothing errors. Getting better tho just keep looking at ref and refining. I would suggest looking at some pics of people…
Hi, we are currently working on a high volume project with 3D Scanned Assets (all of the same type), and looking for 3D-Artists who are experienced in scan refinement, texture post and working in a very organized structure. Software of use is up to you, as long as the technical requirements are fulfilled. Automatization is…
Hey guys, wanted to share and get some feedback on my character Captain A. Devine. I created this character as a crew member on a game I'm working on. My only complaint is that marmoset is rendering a bit different then UE4 and Substance Painter, the dirt is much more extreme for some reason... You can find more at my…