High poly is done, still a few smoothing issues here and there but I think they're minor enough to sculpt out. Fewer roadblocks than I expected, the prop art courses I did definitely paid off in terms of improving my sub-D modeling skills.
Let’s say you were creating a door asset for a game and you sculpted it. If you decimated it afterwards and managed to texture it just fine, would that be considered acceptable or would it be better to create a low poly version of the door with quads/tris? I wonder this because things that aren’t going to be deformed due…
Hey, we are LpHp outsourcing studio. We have expertise in hardSurface modeling, texturing and materials creating www.lp-hp.com, can we somehow help you with it?
Henlo ! They say go for discord , u can hook up with other 3d artist so u can collab and find work paid or non paid. So here i am, seeking. Can u recommend channels / contacts ?
Hi there, Does anyone need 3d artist to do on some projects together? feel free to contact me. Here is my portfolio: https://www.artstation.com/denisbarucija
I need to make something like this for a interior room in Unreal Engine 5. A bunch of different CD, VHS players. Around 4-8 different ones. They are not major props but not minor either, something in between for a first person view so you can get decently close up. What would be the best way to do this? How could I utilize…
Could some summarize what marmoset5 does better or maybe easier and more convenient vs SPainter please. I have v4 but never used it much really. Not sure why exactly, it looked pretty nice and I never felt especially comfortable in Painter.
Have anyone ever managed to make sbsar for decals scale and move doing it with pixel snap precision? Or move at least ? Say I need the decal, a painted line on asphalt for instance be moved exactly 15 pixels right, be exactly 64pix wide and match exact pixels of asphalt material ? Whatever I ever tried never worked…