alright, thanks guys! However im a little confused about what you mean by better thumbnails? size and shape of the actualy thumbnail or change the motif? and poop, yea i know its sparse im workin on that heh If i may ask, what do you guys think is lacking in my collection of work? As a employer lookin for a…
Drop the name "Dropped Babies". It's childish and off putting. I highly recommend you change your name to "FFS" or something incorporating it. Short for "Five Finnish Students". And you still get your humor. Without it making gauss think of abortions. Edit: Damn. FFS is already taken. You might be screwed.
Been working on finishing of a prop I made a while back. Had to tweak the low poly and rebake the maps. Base textures on in Substance Painter, and now building up layers of detail to match reference below. Hopefully get this near completion by the end of the week, and may drop it in the main 3D thread once I've got it in…
We are in the process of developing an anime-style indie game in Unity, with emphasis on character presentation and stylistic visualization. The project is currently in active development. Core systems are in place. Iteration is occurring. It is currently composed of a programmer, an animator, and a 2D artist.…
tldr: I talk about my initial goals for the environment and how I'm changing my approach to storytelling within the environment, however if you want to see pictures just scroll past the text wall. I've been away from this for a few weeks due to camping/vacation, but I've made some progress on the environment so I figured…
Generally you want to keep textures separate, at least for props. Sometimes it might make more sense for modular building parts to share textures, but it depends on how you'll be using them. For things like the props you mention, say you have two scenes: a city and a forest and you chose a 2k map for a crammed prop…
Thanks guys! This is super exciting for me because I've been trying to figure out a way to do this since I saw Keith Guerrette's talk at GDC about how they did particles in Uncharted 3 with flow maps and other craziness. The folks at Naughty Dog baked flow maps from combed normals in Maya, but I figured there had to be a…
Thanks for the reply. 1. What use cases would I use creasing for over the other 2 options? It seems to be used for keep certain edges sharp and hard. but by that logic wouldn't it only apply to weapons or props with blades or something sharp? In the reference below, the artist mentioned the high poly is a mix of subD and…
I'm Tobias Lotz, a freelance environmental and prop artist. I have a solid knowledge of Low/high poly modeling and texturing, mainly using Modo / 3D'smax and Adobe Photoshop, I am also able to use ZBrush and have a good understanding of UDK. Also have some experience with using Maya. My portfolio…
Hello! My name is Taylor and I am a 3D artist in the San Francisco area, and I am currently looking for work! I am a bit of a 3D Generalist, but most of my recent work has been Props and Envrionments. I also have experience working with UDK, and Unity pipelines. Feel free to take a look at some samples of my work here:…