Looking for job opportunities in game dev. I would like to offer my services as a 3D hard surface artist. I am mainly interested in weapons, but I'm sure I can manage most of hard surface game assets. Take a look at my latest project. Also feel free to check out my portfolio: https://madfox097.artstation.com/ model
Rotate the individual columns so the topology lines up as best you can at the seam to minimize cleanup. Then cleanup, because there's always cleanup in boolean ops. Finally, add a bevel or hard edge at the seam.
I've been experimenting with Photogrammetry with my iPhone 12 and my biggest focus has been hard surface items. I have a two point light setup, and I suspend the item using fishing line. Unfortunately, there is always a lot of noise and I can barely use the fine grained details OR capture the hard lines of hard surface.
A short description. A hard surface practice that grew out of a simple blockout doodle. There were two goals in mind. Firstly, explore ways to add tertiary details to the polymodeling workflow. Secondly, make the modeling process more streamlined and welcoming for design adjustments. The third goal was to relax after work…
First question I would ask is why are you using displacement? What’s the goal beyond this test asset? Displacement is a pain in the ass, hard to edit, and uses a ton of memory. Most productions I’ve worked on actively avoid it, unless there’s absolutely no other way.
Mediatonic, the makers of Fall Guys have also been hit hard in the Epic layoffs https://www.gamesradar.com/fall-guys-studio-mediatonic-hit-hard-by-epic-layoffs-director-shares-logo-rearranged-to-decimation/