Specialize in 3D stylized environments and props. Experienced in Maya, ZBrush, Blender and Substance Designer/Painter. Able to work with Unreal Engine or Unity and can use version control. Great team coordination skills, receptive to feedback. Looking to work on a cool project. Love fantasy, horror and sci fi. Highly…
I think you just need to emulate the Gothic II lighting better, if you want to match the original look and feel. Looks like they used very simple shaders, with only diffuse and specular, and some baked low-res shadow maps. This was fairly common for games in the early 2000's.
Hi! My name is Lucas Soler and I'm available for a contract, either freelance per project or fulltime. I am experienced in Weapon, Vehicle and Prop Art, but also interested in Environment Art. You can take a look at my portfolio on: https://artstation.com/lucassoler Connect through…
We are Raw Vengeance Games, the game studio behind Renegade Line and we're looking for a 3d character artist. Requirements: - Able to produce high-quality characters - Able to produce multiple character clothing items - Able to produce hand painted textures - Skype (+ if possible a working headset) - ~40 hours per week If…
Hello, I'm looking for a UI artist to join our team. Here is some of the art of our game: https://imgur.com/a/jkKfMwD This is a tech tycoon, where you manage the software and manufacturing aspects of a company. you create products such as phones, tablets, and PCs etc. We're looking to launch within the next month or so. If…
Like Pior said - take the time to read that thread. It's huge, yes, but it's invaluable. Although keeping quads is very important, there are times were Ngons are perfectly fine. The main problem you have in that example scizz, is that your edge loops are incomplete. You were doing just fine, but it looks like you stopped…
Pretty cool. Looks sort of convincingly cobbled together. Close inspection I see the hilt bind and string is repeated on all blades, but you really have to look. Well done.
Anyone know why in maya 2016 the standard lambert shader default looks brighter in viewport 2.0 than previous maya versions? - in previous maya versions no matter which viewport renderer you were in it basically looked like the same value...now it's different - any reason? Anyone know how to fix this?
Hehe, you just told yourself how to improve the body texture there! You're right that the body doesn't have as wide a value range as the face, and this is what's making it look flat. Basically, look at how you've done the face texture and see how that applies to the rest - don't be afraid of picking very dark colours for…