Hello everyone and thanks for all the previous comments and support! Just wanted to keep you updated about Cghub We are still working on the website, here are some notes on whats going on: 1) 3d models library increased to 920K+ assets so far B) (almost 1 million!) 2) The main issue we are currently facing is website SEO…
Looking to hire an experienced 3D character artist for a fixed-price commission. US-based only. The deliverable is a production-quality Character Creator 5 (CC5) character built on the HD facial profile — 262 blendshapes intact through UE5 export via Auto Setup 2.01. The character is a semi-realistic stylized human female…
Even more key visuals that we've done for videogames! We are always looking out for more work for our artists. If you need anything 2D done (concept art, key visuals, animation or even merch), just get in touch with us at ohayo@collateralds.com Character artworks for Hiragana: Forbidden Speech Key visual for Kitty Cat…
So whats yours? i just got mine today Background: i am the lone 3d artist in a company which does mini 3d games to sell along with our "duck hunt" on crack type of system we sell. so anyway my boss comes in and tells me he wants to do some deer hunting game we plan to advertise in europe along with our laser thing a ma…
Hello, @seanwink You’re actually hitting 3 separate problems at once, and they all come from how Unity’s Terrain system expects trees to be set up. See below details 1. Tree sidewaysIn Blender:Ctrl + A → Apply Rotation & ScaleRotate X = -90°OR fix in Unity using a parent prefab 2. Tree half undergroundSet tree base at…
Cool execution, for me it's cabling that really sets the overall vibe by unifying a grungy industrial - cyberpunky service tunnel type aesthetic so curious if generated 'on the fly' or referenced? also probable nitpick but anyway a light coating of dirt/oily dust layer I think would be a fairly nice addition?
Hi everyone, here's a brief lighting update. :) Been spending quite a bit of time tweaking the lighting lately, mainly adjusting the sun angle and experimenting with different moods for the canyon environment. It’s interesting how much the entire scene changes just from relatively small adjustments. Some setups looked good…
I completely understand. That's actually how I began testing, but after bad results I reverted back to a more human, traditional approach (gladly), and so I only used Generative Fill tool in Photoshop for small areas here and there. Less than 5% of the art was made using AI. I just made updates to the post so you can check…
Project: Wormheart: Tale of the Outsiders Engine: Godot 3D Compensation: Royalties during prototype and then paid roles after funding! Team Size: 23 (and counting*) My Role: Lead Artist / Creative Director Hello,
We’re expanding our team for the prototype phase of our high-dark‑fantasy CRPG Wormheart: Tale of the…
@gnoop for sure! I've found the same, leverage procedural stuff for quick results but polish there is brutal, it's just so much easier to finalize in ZBrush. I'm usually sending things back and forth. I really enjoy starting tileables with sculpted heighmask chunks from zbrush. Then I'll usually have to paint stuff out.…