Been lost in unity world for too long so I decided to do some environment work in Unreal. Plan is to do that trope of an arctic research base that stumbles on some cosmic horror deal. Basing the piece on Xixin Guo's work but doing like a pixel art/stylized approach because it sounds fun and is super quick compared to doing…
I wouldn't call that safe to say; more like who can say. We can speculate all we like, but at this stage, 2-4 years still feels like jumping the gun, to me. But, of that day and hour knoweth no man, etc etc.
3D Senior Artist www.artstation.com/davecampelo Dear Recruiter Please accept my interest to work with you in your company. I am a Senior Modeling Artist in Brazil and I am looking for an opportunity to work in an international company. With over six years of experience I’ve been working on several projects and I build up a…
Hey Polycount community! I just finished this character piece, a reimagining of Soraka as a Sorceress from Diablo. The design is based off of a concept from Igor Sid, one of his pieces made for Blizzard, and Steve Zheng's concept work for Immortal Journey Soraka. Yeah... a little bit of a hodge podge on the design side of…
so i want to quickly add some extra normal map detail/greebles to the underneath of the cars I am doing. i could model this stuff but its not a subd model. I could use something like the xnormal plugin for photoshop, but really whats the best way to do this ? any great little programs or should I do it in a 3d paint…
I accidentally found the mother load of all ending playlists and decided to share them with everyone, i could probably never sit and watch every game but i can sit and watch at least every ending of nearly every game, then this way i could decide if i should see the entire thing and pick which i like best and from…
just look at the lowpoly mesh without wireframe. the shading is just very strong. without more resolution and probably 16bit depth, the normalmap can only do so much. ideally you want as little shading as possible in your lowpoly.you can achieve this by using extra chamfers (costs more geo) or using hard edges on UV seams,…