The Summer 2018 registration period for CGMA is coming to an end in just 2 weeks. With the new CGMA site redesign, it’s easier than ever to find a course to help you develop your skills in the areas you need. Also, for the very first time, students are now able to take advantage of 1 YEAR EXTENDED ACCESS to content. Bear…
Trying to create a nice portfolio piece within 2 weeks. Loosely aiming for current gen, will use normals, spec and alphas at the very least. Spent most of yesterday looking up reference and have been blocking out shapes, quite happy with the general shape of it now and am working up the blockout tomorrow with windows,…
Hey everyone, after working on this on my own for awhile, I decided to finally join Polycount, and see if I can get some feedback. Hoping to make this portfolio ready, and finally start building my portfolio. This is a WWI era Renault FT 17. Aiming for current gen game ready asset. Its setting at around 43k tris. Any…
Hey working for the first time on a (I guess) current gen character (apprx. 3000-Polys) and I'm basing him on a beautiful concept done by the amazing people at massive black, Thanks for the inspiration!! allright so here is the ref art and then my wip, crits are a BIG welcome! Thanks! still rough, one big thing though, I…
Contract positions (no off-site): Environment artists Generalists Character artists Animator Stats: Shipped titles/mods Unreal Engine experience 3ds Max and/or Maya Zbrush Edit* Off site - Excellent next gen modeling skills, props, vehicles, characters Apply : jobs (at) valent.us Please include resume and a link to your…
Hi, I am available for remote freelance or relocation for full-time work. I provide a specialized focus in high poly modeling & digital sculpting for next-gen game art assets, cinematics and rapid-prototyping for low cost. If you have a concept or you would like to chat further, click here Thanks for looking.
hi all! I haven't been on in a while. I'm taking another crack at next gen character modeling and sculpting. When I'm making a gun or something I explode the mesh before baking it. For characters, do I need to explode the mesh before putting it into Zbrush? Or can I explode it in Zbrush after I finish the sculpt? thanks so…
Since you're in Unity, I'd recommend looking at Jason Booth's plugins. I haven't used his tools, but I did go to one of his talks, the guy knows his shit. https://80.lv/articles/using-next-gen-terrain-engines-for-games-production-009snw/
This is bit outdated and depends on the case. I am currently doing a MechCommander 2 model an doing a lot of edge straightening. But for current gen stuff I try to find a balance between stretching and straightness. Whatsoever: saying you have to always do something is most likely always bullshit
Hi, actually making the low polygon model, the polycount is at ~16k, but I don't know if it's too much for a important next gen assets in a scene. What do you think ? Because if I must go down the polycount, I should probably delete or think differently some details.