Applied a wood material to the 3 boards in the highpoly sculpt of the table to get a feel for the finished result, before making the low poly. Only thing is, is this cheating if I'm not the one that made that material? (freely downloaded online) Because I don't even know how would I go about making it from 0, given I have…
Hello! We are a brand-new team called Desperados (yes, we really are desperate). We are working on a new game mainly for fun and to gain experience together, with the goal of publishing it one day and creating many more games in the future. At the moment, we are looking for 3D artists (at least 2) to help us create assets…
Looking good so far! The light on the wall above the electrical box, usually those have a visible conduit connecting to the electrical box. Might be nice to add. For the pipe hero asset pics, I would prefer less empty space around the models… get those up close to the camera. Wireframes are easier to read if they are…
Hi everyone, We’re Lucid Realm Studio, an indie 3D game art production team, currently looking for mid-level freelance 3D artists experienced in creating stylized hand-painted armors for a stylized MMORPG project. Texture quality level and art direction is similar to WoW. Project Style * Stylized MMORPG * Hand-painted…
I need something similar to the image made but themed for the World of Darkness Universe. Please email me with a portfolio and rates, and don't DM me here, as I will not respond. Email: TerrilliumV@gmail.com
Hi everyone, I am currently building a modular kit for my game and ran into a problem with gradient texturing that I do not fully understand yet. My kit consists of many reusable pieces like walls, windows and especially floor tiles. The floor is made out of repeating units, for example 1x1m, 2x2m or 4x4m tiles that are…
Hey! I will be posting WIP of my Level 5 Interior Hero Assets brief here. :) Here is my progress now: PureRef: My idea is to create a underground cave scene with anicent stautes. I will be making rocks textures in Substance Designer and scuplt in Zbrush. Blockout: I did quick block out in Maya to test out the compositin of…
So I was running into a problem where I was getting a "ghost" seam on my in game mesh that for the life of me seemed to be stubborn about going away. No mirrored UVs, no UVs overlapping, no discoloration in my Normal Map via gradients or other abnormals, etc. I ran through everything I could think of and still had no luck.…
Thanks for the detailed feedback. It’s very helpful. Yes, I did light the leaves separately because with my current lighting setup they were not achieving the same glowing/translucent effect seen in the concept. However, I understand that this is affecting the overall lighting consistency and value hierarchy in the scene.…