Portfolio: http://www.chasemarkham.com/ Contact: chasemarkham3d@gmail.com My related experience: - Modeling high poly and low poly based on provided concepts, my own design or real world reference - Texturing using next-gen techniques and principles to create AAA game environments, weapons, vehicles, and props -…
I'd probably try to drastically reduce the polycount of that element (reproject it later if necessary) so you can manipulate it with greater ease to get a bit more even texture flow, or use soft selections and pinning along with relaxing (or combine both approaches) to get the best possible outcome, but there will be some…
Hi everyone! I am currently looking for new opportunities as an Environment / 3D Artist. Portfolio: https://www.artstation.com/kimshyuen18 I specialize in: * Stylized Art: Creating stylized props and environments, covering everything from initial design and texturing to final engine implementation. I'm also comfortable…
Hey guys thanks!!! Been taking tests. I'm wanting to study just like 1-2 environments and focus mostly on characters so that I have a market that reaches to everyone. Honestly though my WIP's have gotten me calls before a couple of times. I'm trying to only have finished solid pieces and make more work. It's extremely hard…
So my second year has just stated and I've been given a ton of work to do in the first week. The project I have been working on so far is the hardsurface modeling. I'm going to be posting up as much work as I can. Please leave feedback, it'll really help out in my development. I've pick a corner with in the world of Jak…
I'm modelling AR15 receiver and made those intersecting pipes which has obviously different edge flows compared to boxes or standard cylinders. but I think there won't be any problem attaching pipe object to main (box based)object as long as I maintain quads and curvatures. [img]http://i.imgur.com/1s3o4ro.jpg[/img] But…
Hey guys, somewhat new to zbrush (only been using sereously for about a year), i am currently in the process of making a tillable floor texture for a scene, I am creating the high poly version in ZBrush however I am finding that I cannot apply symetry by object :( I find with symetry it paints at both red points which…
Hi! Do you have hard edges that are not split in the UV unwrap? On those you would get such artifacts. On the image I can't really make out mesh shading due to the small size and texture. What I'd look for is hard edges and whether the corresponding UV edges are split. Zip and attach the low poly mesh if you want it looked…
I've been really interested in PBR workflow the industry is heading in and the studio I work at will probably have no need for such next-gen content creation, so I've been working on this little prop to ease myself into the process and learn some of the software involved in my spare time. Any comments and critiques are…
Hello. I've been working on the skin for about a day now, and am seeing myself run into the same issues I usually do when doing skin. Namely, it starts to blend into a mush rather than have discrete areas like skin does. A lot of my reasoning is based on seeing texturing.xyz models. I even have some of those textures, but…