Hey POLY PEEPS!! I wanted to proudly post the very first ever animation for the Dragon Weaver cartoon! Its insane that after full days of work, that myself and the 6 other members of the Toon Sushi clan are doing this, but we are in fact trying to make a cartoon.... I couldnt be luckier to work with such an insanely…
Greetings and salutations! (quick note! It's possible you saw my post before. The ones I picked out last time failed to do what I wanted, and just stopped talking.) My name is Nero and I'm looking for a 3D artist. For a long while now I want a nice looking 3D model of my dragon OC, to fool around with on SFM and blender.…
Since people are always asking "how many polygons are in next gen games?" and this is a website for making art related to video games, I want to set up a thread keeping count of it all! I have seperated the thread into character polygons and environment polygons. Characters: Killzone Shadow Fall Developer: Guerrilla Games…
Hello! I want to show you my works for Dota 2, and maybe some WIP Thanks. Owl's armor for Clockwerk http://steamcommunity.com/workshop/filedetails/?id=307666477 Tengu set for BH http://steamcommunity.com/workshop/filedetails/?id=296431479
Hello, thought of making my own thread for my submissions. Comments and suggestions are always welcome, thanks for hosting this! :poly121: -==[ FROZEN ] ==- People keep making comments about that Disney movie, I should probably have picked a better name for this :poly124: HUD link:…
Game ready lowpoly model "Robot-operator x-004" The Union of Planets of the Solar System - UPSS. A robot operator “Model x004” for working in outer space and on objects with a low atmospheric environment. Soft: Blender, RizomUV, Substance 3D Painter, Marmoset, UE4 data: 31/03/2022 1 pbr material, 4 textures (4096x4096)…
As an example, I create models for public use, as part of my work for my employer. These are meant to help developers develop new material standards for WebGL and glTF. * https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/GlamVelvetSofa#glamvelvetsofa *…
Although it is very late, I leave a reply here maybe this can help others : fbx does not support driven key node so you cannot bring it out. blendshape need to be baked . Step by step : select the mesh, then select the blendshape node in attribute column, edit>keys> bake simulation (option : check "selected" instead…
I probably wouldn't sculpt the small tentacles, might want to look into using the spline thicken feature in UE4, takes a curve, turns it into a strip of polygons that always face the camera. https://forums.unrealengine.com/t/sprite-model-how-did-they-do-this/2968/13