Hello, I've recently got a free moment to accept some freelance orders My pricing begins from 10$/hr I can devote 4hrs per day to commissioned work, so keep that in mind and evaluate whether your project scale could be accomplished by working on it 4hrs daily. I specialize in modeling props/vehicles for both…
I can do hard surface modeling for both game and animated film. Lopoly or highpoly displacement mapping workflow. Have a look, I am available for more freelance work. robo point below.jpgrobo point below.jpg
Thanks for reading! I've worked with Epic Games on Unreal Tournament 2004, making vehicles and weapons for Onslaught, and with Red Storm making general assets for Ghost Recon 2. Go to www.david-sirmons.blogspot.com for examples of my work.
Hello, my name is Willow Paquette. My work can be found on my website: http://willowpaquette.com/ or on my Artstation: https://www.artstation.com/willowpaquette I am an environment artist who recently worked at Monolith Productions, and before that attended the Gnomon school in Hollywood. I am looking for work in a Full…
So, it looks like I might be doing a lot of the scifi type smooth mathematically presice panels in the near future, and I was wondering if I am missing a few tricks in this department. What is everyone using for this? I have been doing them in subD, but really pushing verts round seems a crap way to do this, and any kind…
Hey all, I had some fun with Fusion this afternoon, can't say I like the UI very much but it's really easy to make complex shapes quickly with it. I have poked a round a bit to see how I can convert .STL to something usable in another package but not much luck - a .STL to .OBJ script for Maya, which I don't have, and then…
"Do you think it's valid to use CAD (Fusion 360 / MoI) to model an entire weapon? If so, do you chamfer High-Poly there or do you prefer to do it in Zbrush?" Yes absolutely and personally I usually prefer native DCC tools in order too streamline pipeline modeling tasks: Also a recent related discussion that might interest…
Hi! I had a moment to check out your mesh. I think there is a fair amount of edges that don't contribute much to the silhouette and/ or shading and could be collapsed. The resulting mesh would have edges fanning out increasing resolution where it matters (curved elements). The so re-gained geometry could be put toward mesh…
Hi everyone, I'm currently in the processing of learning Mudbox for sculpting details and texturing of a building, however I am having trouble exporting a clean normal or displacement map On a test I tried out with a simple cube and everything worked as it should: However when I UVed and imported one of my building mesh,…
so i want to make a non perfect line when baking my game asset. Do i have to create those imperfection manually then bake it into a game topo to get the non-straight line? or iis there a way to achieve this when baking/texturing?