Hey everyone, I’ve been working on a passion project that I’m hell bent on turning in to an actual game and studio. I’ve posted online before recruiting for this and have met/worked some incredibly talented individuals. We need more talent though. Specifically we need 3D artists (environment, character etc) I’ve got a…
This is a 3D product rendering project for an eCommerce cosmetic store. Made by visualization studio - https://www.pixready.com/ Portfolio - https://www.behance.net/PIXREADY_studio
I'm working on a "remaster" of an old-school dungeon crawler called "Dragon Bane 2" as a personal project. The development is completed, but needs upgraded, static 3D models for two wall sets -- a town and a dungeon. The game can be played in either 2D mode or 3D mode, and the 2D artwork is completed, so the 3D art…
Making a simple tutorial for myself about setting up a character with animation in ue5. I'm sure there are plenty of these around, but just to cement the steps in my head. Here I made a simple character that I will be using for this. She's based off of pearl from Steven universe.
We are looking for freelance artists / CG architects to
create low/mid poly meshes of architectural interiors. Models will be used in
Unity, so we expect meshes to be optimized for gaming (not high poly archviz). We would provide Autocad plans for reference. In this post
we are only interested in walls, windows, structure,…
Hi, I want to create hair for a 3D character. I am using a IMM Hair Brush I did myself. The problem is when I click on an specific topology line, all curves appears but only the clicked one appears with a low polygon density. I want all the topology lines to have that low polygon density without going clicking one by one.
This was the answer for me! I had the same problem as OP and have been trying to solve this for two days. I use Blender, so I had my mirror modifier BEFORE my triangulation modifier. This means that triangulation happens after mirroring, so the mesh is not the same on both sides but the UVs are, hence the weird…