Hey, currently trying to model the cloths on the following character for a University assignment. Really having problems with this, first I tried to model the basic shape of the cloths is Maya, bring the blockout to zBrush and sculpt in the details, but it just simply isn't looking right. I also tried using Panel Loops to…
| Current Project | Epic Alice is a 3D third-person closed world platformer which pays homage to the 90s classic platformers like Spyro and Crash Bandicoot, but taking advantage of modern game engines. When the Duchess' treasure has been stolen by the Jabberwockies, it's up to Alice and the White Rabbit to recover the…
Narrative-wise, I'm gauging from the facial expression and the casual walking demeanor, that the character is on a duty but in a relaxed and almost carefree manner. If that's what you're going for, I think it expresses that fine. There's a number of avenues that you can pursue though if you want to create a more pronounced…
Hi anyone, im loking for a job. Link: https://allkolpach.artstation.com/ // Objective //Have +7 years Develop games and over 5 years expirience in game development Both mobile and AAA projects. // Experience // _ 3D Environment Artist _ Fox 3D Freelance 2018 -Project: METRO EXODUS •Creating real-time environment/props hard…
This was taking into account his 140-160 of budget for a graphics card, because, if I look at the price tags, I have: Gigabyte GTX 750 Low Profile 2GB at 109.77 Sapphire R7 260X 2GB at 119.93 Gigabyte GTX 750TI OC 2GB at 136.65 Sapphire R9 270X Dual-X 2GB at 153.74 Palit GTX 960 JetStream 2GB at 195.22 Considering a…
You won't get much details out of a bake if you only add subdivisions without considering how the object will look after you subdivide it. High poly doesn't necessarily mean using a high amount of edges to represent and object, it only needs the right amount of edges to keep the shape when subdivided. As already said in…
@Josfield, I think there is a lot that you can improve before moving to UV mapping. The two things I see that you should aim for are : - more consistent mesh density : Parts like the hat or lower jacket tend to alternate between tight and large loop rows which isn't good as far as posing your character goes. The more even…
We are currently looking for a 3D artist to mimic the style of Nintendo's Animal Crossing. This is a paid position. We are ready to pay you per model. If you are unsure what entails Animal Crossing art style, here is a texture map from one of the characters in the game: The texture map is rather simple and doesn't contain…
Hi all! Were a small indie studio based in Turin, Italy, currently working with Unreal Engine 4 on a VR project for PC and PS4. Looking for a freelance tech artist with experience in UE4's material editor and basic knowledge of blueprints and programming. What we need is a small package with:* a custom dynamic material…
Hey! I'm trying to create a sword asset - so I built a low poly model, unwrapped it and then created a high poly version with turbosmooth and supporting edges. When I bake the normal map in substance painter the normal map looks weird and the low poly model is sticking out of the high poly model. Can you tell me how to fix…