Looking for a 3D digital painter to paint a high-detail miniature model for my tabletop game, The Hunt Eternal. This is for key art and marketing — I’m not looking for game-ready PBR textures but instead a hand-painted, stylized render like you’d see on box art or Kickstarter campaigns. Project Overview: * 1 STL model…
As a long time 3D Coat user, I'd like to chime in. I think 3D Coat is amazing for low poly sculpting and blocking things in using voxels and then bringing your sculpt to a certain point, but then there is a gap where you might want to take a sculpt to a more polished state after retopology. Zbrush's ability to allow you…
Hey everyone! I'm a 3D modeler working on a character that needs morph targets for an extreme facial transformation think something like a "Venom-style" mouth opening, with a lot of jaw and face deformation. The model will be used in Unity in PBR shader (with normal, ao, etc..) My questions are: * Do I need to sculpt and…
Hi! I’m looking for advice on implementing a game asset like this. It’s a platform made up of several objects placed tightly next to each other, forming a single surface. I’m interested in methods to texture-paint such an object as shown in the screenshot. I want to achieve a seamless surface — say grass, a meadow, or…
@count essential key to good textures are good resources, your stock for the textures looks kinda weak in the first place which will lead to boring looking assets. try to get stuff more varying look at ACTUAl patterns how they look like how they have different colors in different areas, how everything is not flat. you can…
Hm, alrighty. Technically, if you want to go physically accurate (In this case I do believe it will help), nothing on that spec map should have colored spec except the metals. Non-metals tend to keep to a relatively flat value, read more here. http://www.marmoset.co/toolbag/learn/pbr-practice…
It's not needless - it's in the interest if making materials physically plausible. "control" is the key term here. In PBR - you don't get 100% control over the way specular works. The math handles a bunch of it in a much more realistic fashion; preventing you from making materials that aren't physically plausible, giving…
Hello. I'm trying to animate a model for the Spring engine, which for those that don't know handles animations on a piece-by-piece basis in code (it's sliiightly outdated...). I've made an animation in 3dsmax, but I don't know how to get the rotations/translations (local axis) out per keyframe so I can use them in Spring's…
Yeah that movie gave an odd impression for sure but I am talking more about art style the games pretended to be "photo real" starts to give you. Certain detail fatigue you eyes are getting . I blame too much of procedural approach and increased sampling in PBR shaders. Few years ago the shaders looked like what Substance…
Hello people! I'm an experienced freelancer 3D Character Artist looking for freelance jobs. Both long & short-term projects. Specialized in realistic style, game ready characters (low-poly), and likeness portraits. Skills: Organic and non-organic modeling from scratch; solid anatomy knowledge; High detailing realistic…