Hi! Its my first time posting here so sorry for any format issues. Anyways, to the point of the post. Just a quick background, I studied Games Design at University for 3 years and one of my classes was 3D. I have been using 3DS Max for 3 years and although I have made some models and environments I am happy with, I feel…
Hey everyone! Welcome to the 92nd edition of the Bi-Monthly Environment Art Challenge for the months of September and October! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide…
to be honest if i look at your models and these, i am not seeing a big difference in quality. i see difference in style. some of those examples have more details put into the models, but they go a little more towards realism. some of them have more contrast in the lighting. some of them have a little higher production…
Edit2* I've received lots of offers! I'm reviewing them and will decide within the next week. Thank you everybody for your messages! Edit* I've gotten a lot of messages, I'll respond to each one but it'll take some time! Thank you! I'm hiring a 3D artist for an unannounced Unity sci-fi game and looking to hire a 3d modeler…
Hi! If I understand your question correctly and this is about the facetted look once re-meshed, that's expected behaviour with low-poly meshes. The resulting, dense mesh is the same shape as the low-poly just with a higher density, which results in a much more defined shading. To get a smooth surface you will have to apply…
First of all, the height map should be in the pattern of how wallpaper peels off a plaster wall. So search for examples of peeling wallpaper to use as inspiration. Think about what parts of the paper peel away first, those will be the darkest parts in your height map. What are the parts that are the last to peel, those are…