I’m Pete and I’m coming to you from RealtimeUK We are in the process of working on a couple of UE4 cinematic projects which are high quality and exciting productions. The core teams are in place for these projects and work is already underway - but we are now looking for additional talent to work with us over the next 4-5…
The asset looks nice. The triangle count looks really high for real-time use, how many triangles? The density also looks uneven. The wheels and pipes seem over complicated. Can you show some wireframe closeups?
Hello, We are amateur team, which started to make 3d game recently. We are looking for 3d modellers, who will enjoy game programming as a hobby, just like us. To make this post not look as another "make me a game" one, I can tell that we are 4th year students of computer science and this is our second game. Our first was…
Hi there, I've been looking around for a particular environment I saw around here quite a while ago, and I cannot find it anywhere despite hours of searching. It was a kind of ancient Egyptian corridor. Done in UDK, and it looked absolutely amazing. No, it was not the Warhammer Online Tomb Kings concept we see around here…
Hey there! I am looking for some paid freelance 3D work. I graduated a year ago and I'm looking to gain some experience. Please check out my portfolio at: http://www.chasecarson.portfoliobox.me/ I hope to hear from you! All the best, Chase chase.carson@mohawkcollege.ca
Hi. my name is Eugene Fokin and I am currently looking for Character Artist vacancy also available for offsite work. I have extensive experience creating Characters. Please take a look at my portfolio here: http://characters3d.com/ http://eof.cgsociety.org/gallery/ eugene.fokin@gmail.com
Mesh and diffuse look good, but why is it so glossy ? Scales are not as glossy by default, making your material definition look odd. Also you need a detail normal, or your normal is not strong enough. The small scales look flat. (also it has some kind of pixelated stylized look, like if you put a filter over it?) Eye is…
in my experience, poles should be avoided for subdiv modeling, but it really depends on what you're making. Try subdividing a pole and sculpting over the surface to see if the results are what you're after When your model is symmetrical like your basemesh, you can just delete half of it, break up the poles by having the…
Mirana mount - the whole concept is a bit lacking (Considering how many other great mirana mounts have been added over time, this one doesn't stand out at all). The model doesn't look that great either but that wouldn't be the main problem with it imo. Treants - I honestly like the idea behind those but the textures are a…
Hello, I am a computer science and game design major. I am looking to learn some of the art side disciplines, specifically animations. In order to do that I also need to learn how to identify and create the proper skeleton for my games needs (hackNSlash). I already know how to rig (3ds Max). I then need to learn how to…