Hi all, I’m looking for someone who is good at retopology for human characters. I am creating a 3d animated project (not sure if this is the right place 😅) and, as I suck at it, I need someone who can do it so I can progress with the character modelling. If I could also get a few more character artists (at least 2) and at…
@zylan Determining if a high poly mesh is acceptable really boils down to how closely the shapes in the model match the shapes in the references and whether or not the topology subdivides cleanly, without generating any noticeable smoothing artifacts or other surface quality issues. If the shapes and surface quality checks…
Hey there, first time posting, long time lurker here. I've been working on animations for a game character and would like to get feedback or ideas for improvements. I feel like it is a little bland and want to make this bot have more character. Right now I'm just supplying the walk cycle, run cycle and a forward dodge…
3D Environment Artist currently available for freelance, contract, or full-time opportunities. Focused on creating immersive real-time environments in Unreal Engine with a strong eye for lighting, composition, and atmosphere. Always pushing my skills further and looking to work on exciting worlds with passionate teams.…
I think it's really important to design a narrative before creating an image. What is the image trying to communicate to the viewer? Defining this will allow you to make decisions about how to arrange the scene, where to put the camera, how to light it, etc. Without a clear goal, the viewer is left wondering why they are…
@christrom It looks like you're headed in the right direction. Like Eric already mentioned, what you have would be fine for baking in most high to low game art workflows. As far as a light technical critique of the model and topology: if the goal is to create accurate, detailed high poly assets with a relatively even…
Hello! I'm Tony, I'm a 3D Character Artist with 10 years of experience. We can negotiate pricing depending on the length and kind of work you'd like done. I have a broad scope of experience because of my work background. I have experience creating collectibles for print, real-time characters/creatures, real-time hard…
Hello ! No problem. Models from high profile games from this era (PS3/360) are IMHO excellent examples of what can be done with a reasonnable budget. Not only in terms of raw numbers (tris # and texture sizes) but also because they're good reality checks on what matters and where to cleverly cut corners, in turn giving you…