About Our Project: Attention Character and UI Artists, We are seeking UI artists to join our team and finish developing Hanako - Soul of the Samurai. You must have experience working with Photoshop, Illustrator, Flash (preferred but not required) for UI art. About our project The game started as a college project back in…
Hey everyone! Long time lurker, first time poster. Been meaning to start posting on polycount for a while now, so here it goes! I'm a student in the new Bachelor's Degree at the NAD Centre in Montreal. I just finished up a project for uni this week that used a texture and UV workflow I've never used before. My teacher said…
Hi! I'm new here. I've been practicing topology for a while now and can confidently say they I have gotten really good at it. I spent a lot of unnecessary time on human topology for a game I have planned with muscle deformation and modularity in mind, so thought I might as well create a product that would help me towards…
The Clockwork Revolution needs YOU! What Is The Clockwork Revolution? The Clockwork Revolution is a Steampunk themed "Action RPG". TCR takes place in the fictional nation of Cognier. After two devastating wars, The Cognier government has oppressed its citizens and has resorted to using Mechanica (clockwork based…
Royalties or Post-Launch Compensation Work Read carfully before applying. Thanks in advance. To the point: Things are looking up and we got ourselves organized and we are in need of a few collaborators, but we’re missing a 3D artist who’s capable of 3D modeling dungeons, interiors, environments, concept artists, etc. This…
Hello, I posted a question a few days ago (blimey, actually about 20 days ago!) asking about the best 'pose' for modelling things because a t-pose seemed to cause exaggerated creases in Marvelous Designer on the shoulders of the model.…
tengo solo 2 dibujos y uno es muy malo, basicamente cogí lo importante de ellos, diseño general y de la cabeza, y empecé a modelar a pelo, soy un poco burro a veces XD
jajaja debuti tio! me mola mucho el coche en serio, cuando acabe el escenario que estoy haciendo me voy a modelar uno asi en baja tambien a ver que tal se da y eso...
it's semantics a bit still but there is a definite transition in what you actually do these days in environment roles. I was a level artist at ubisoft for the last 5 years or so. There it means world builder, you focus on the big picture and use assets the modelers make and place props from outsourcing. I think I opened…
Everyone else's advice seems solid, the one piece I can give you is make sure your stuff is fully textured and finished when put in a portfolio. High-poly models without textures on any of them on a portfolio gives off a feeling of a lack of understanding of a certain aspect like texturing or the ability to finish a…