We require stylized casual game themed environments and prop models. All work will require some ZBrush sculpting. No optimization or texturing required. Only sculpted props, simple vehicles and some environments. Here are a few example images (not our projects, only examples of…
There is certainly a high level of rendering skill in this piece. You clearly have a understanding of textures, based off the sheen of the armour and the fuzziness of the fur. However, in terms of making it loom proffessional, so like the official concept art you get for an animated movie or video game, you would need to…
yeah haha I guess that was a dumb example. I was more exaggerating about what I thought DJ_ meant when he said to simply use 'snap' for both of his examples. I guess he could have meant snap align though... But even if that's the case, my point was that you shouldn't just give up on a workflow that you find more efficient…
Looks like a fine start, but are the windows are floating on top of one big box? I would get rid of the big box, build the window with trim and surrounding building shapes, then copy it across the front. This makes modular pieces of everything. (I have an example) I built the top window, with the inset and trim around it,…
I decided to re-assess my this pieces' textures ... again :) The original was too plain. The second was too overly chipped and the wear was too "painted on". I have learn much about texturing since then and I believe this is a major improvement. Less chipping, more roughness variation and more based on real examples. I'm…
To echo some of the above : - Be excellent at creating highpoly models, both sculpted and as manually crafted geo - Be excellent at creating ingame meshes - Be excellent at UVs and baking. - Also pick a 3D CAD software like Fusion, Moi3D or Plasticity. And then things will vary from one project to another. Honestly not…
From what I can tell and what I've read, you'll get better results by mirroring horizontally. I don't think you should attempt to mirror both horizontally and vertically at the same time like in your latest examples because vertically just does not work well at all. If you look at your new examples the horizontal mirroring…
I guess it's still relevant for those who want to have full control on the rendering process and flexible scene definition with SDL- so very good for experiments. For example, latest version 3.8 beta has a very powerful feature: user-defined cameras for different non-standard projections, like equirectangular:…
Hi! Don't know what happened when you beveled the edges. If you did so using modifiers, I would double check the result in Unity or reimport the export, to make sure UVs didn't get messed up. Attached you find two examples illustrating what I meant previously (another loop on flat area, then have lightmap wrap around…
Position Information Title - Maya Environment Artist Type - contract position Starts - January, 2006 Duration - 3+ Months, with opportunities for future contracts Time Commitment - to begin on this project, a minimum of 15 hours per week is required, 20-30 preferred. Compensation - competitive, depending on experience…