Hey everyone! I'm working on this model for an introductory level 3D class: The hair is giving me a bit of trouble and it seems like I'm using too many polygons there. I'm also worried there are too many polygons going to waste underneath the jacket. I modeled the shirt first, and the jacket merges with shirt about…
Looking for a modeler to do a single job contract. We are looking for someone who can model the interior of a steampunk mech that will be used in a 1st person viewport. It will be the cockpit and the viewable area will be less than a half sphere. We do have concept art available for this project. Looking for a 30-50k tri…
We are creating a vertical slice of our game Novaborn: Crusade of Victus. We are trying to figure out a good art style that fits the Novaborn universe. We have a 3D model that we want to be painted similar to the game Spellbreak. There would also need to be some understanding of vertex normals to help the model work with…
Wanted to learn some of the new stuff like highpoly modelling and get better at texturing, so I had a go with a gun. It's based on this concept art by Marco Nelor (I hope it is okay, didn't go for making it the same although I copied some parts) Modelled this using tips from racer445's tutorial (mostly sub-d, baking and…
I created this model last week. I have a question for all the pros out there. In my case, this model has the body and the armor modeled separately. I was wondering, when you UV the armor part, do you combine all the small meshes into one or have multiple texture maps is ok? In my case, I combined all the armor pieces and…
Hi, I am making a low poly model of the guy in the reference - his helmet, visible part of his head and the bandanna he is wearing and i have to finish it in 5k tris. Any suggestion on how I should go about modeling the lower half of the cloth in zbrush or maya so i can later bake it on a low poly.I haven't learnt…
Hey there! I'm looking for a 3D modeling partner with which to split any benefits 4O | 6O. I've designed items for the Dota 2 workshop, but I am unable to 3D model the design myself, which is obviously a prerequisite to having a design chosen to be made into a Dota 2 cosmetic. I've worked in a simple art program to sketch…
Hello, this here is an astronaut model iv'e been working on this past week, current polycount is around 6000 quads and uses has material with a rimlight shader. feedback very much appreciated. concept: model: bump specular diffuse
Hey all, made a fictional golf course environment to test new features of Unity HDRP terrain and lighting. Whole environment from blockout to final is done in 18 hours, used Unity Essentials and free assets. Most time spent on Unity forums figuring out warnings and errors related to terrain, hdrp shaders and art directing…
Now I split all these model into individual model ( instead of 1 big WB model ), and trying to get how many model I need to do, and what method should use. I think the most difficult thing for me to do is the large debris group on the second floor, I haven't done such thing. Need some time to research how to make it looks…