Troll Hunter - my non-commercial game character fanart. The total polycount is 13.4 k triangles. It was important for me to work out the readability of the character in the game without lighting due to textures. All textures are made in substance painter using gradients. I hope you will enjoy.…
Hey all! I've been trying to figure out how to use a custom made AO map that I exported from Mudbox with my scene inside 3ds Max 2010. I'm not sure where I would use the tga inside the material editor. I've got my unwrap on diffuse color and my normal map on bump... where would AO go and what material type would I use? The…
About the Project A browser-based 3D social platform where communities hang out in shared virtual worlds using customizable avatars. Think of it as a cozy, low-poly metaverse rendered entirely in the browser with Three.js. What We Need We're looking for a 3D environment and character artist to create: Avatar Base Model &…
Creators3D (https://www.creators3d.com/home) is a 3D content creation platform that supplies 3D artists with job offers for short time projects. We are looking for professional and talented 3D artists to work on our platform on a full-time basis with a monthly salary of up to $1000! (We also have part-time and freelance…
Hey all! I'm doing some personal work and I'm looking for some feedback on my topology, modelling direction, and general art direction suggestions and critique. The asset is for games, and will be imported into Unity for rendering (maybe Unreal.) The arm is inspired by an old render I made when I was 17, and will be…
New to Quixel suite but not 3D. My 3DO preview shows a model in wretched shape - it seems the triangulation is wacked, etc. I've imported a textured .obj file, and imported the baked normal map (generated from blender). Since I can't adequately describe what has happened, I am including some screenshots showing the…
So I've done more tests. The attached image is the same cylinder with a normal map applied, rendered in dDo. A quick n' dirty bake, but notice the absence of those ugly lines down the length of the cylinder as earlier. The difference is that for this cylinder, rather than averaging normals for the whole mesh like before,…
Feralbox Studio is a CG game/animation studio. We do creative content development and also provide high quality CG animation services to meet all your creative needs for all media platform. Including Game and VR content development. Email: Contact@feralboxstudio.com Behance: https://goo.gl/Ysm4dr…
Houdini Arnold "Standard Surface" node. It has inputs for specular as follows: * Specular - Influences brightness of spec* Specular color - defines color of specularity* Specular roughness - controlls glosines / roughness of the mesh* Specular IOR* Specular Anistropy* Specular rotatation In my case i have one spec map that…