CLIENT: ROBERTO PROJECT: GAME ASSETS / LEVEL DESIGN – CITY DEVELOPMENT CATEGORY: GAME DESIGN Game Asset Modeling
include characters, sound effects, city streets, particle effects, foliage, and
other Props Modeling
Studio that complete the gaming experience. Basically, anything you can
see and interact with is technically a…
Hello! So I've been on the hunt for a AK-47 model with internal parts now for quite some time, and I have yet to find what I'm looking for. What I have in mind is to do a animation showcasing how an AK-47 works on inside. Like showing how the bullet gets from the magazine, into the chamber and then being fired. Kind of…
(originally by: account removed by request) i've had a recent situation where a guy is developing his video game, he asked me could i make him a weapon (rifle gun) and hands holding it (its for first person shooter game). I didn't know what to answer, so i told him i'll contact him and let him know about price. My question…
Hey guys, I have created a big list of items that I want to model in order to give myself some practice before I go into 3d sculpting and poly painting, and I was wondering if I could have assistance with a few things. Propane tank (low-poly): Questions: 1. For an average game engine such as the Source, Unreal, or…
Models needed are.. -hud guns (pistol, shotgun(w/ hand)) -single bullet -car (anykind will do, just for development testing) -bullet proof vest Animators will be needed to animate the models, such as the hud guns and car. Textures for the models will be needed also. Models and skins save extentions will be discussed if you…
download my free 3d model if you dont have 18+ dont show this image ( *snip* - untrustworthy image host links removed -rooster ) http://model3dgratuit.blogspot.com/ and for next free model
I would say the best advice you're going to get is to model each element of the character as its own object. You're modeling everything off of one solid object. It's a very restrictive workflow as you have to take into account an edgeloop running all the way down and around your model. It's nothing but one giant headache.…
Well ... to some extent you've pretty much answered your own question already : you get the output from Wrap, then attach it to whatever body you need it to be attached to (either by actually welding verts, or by just manipulating normals at the edges to make things visually seamless). Wrap3 doesn't "autoretopo" anything…
DSG Looking for Experienced Character Modeler - MMOG Basic responsibilities are to model game characters( both low and high versions for normal mapping ) Must work in Maya, Zbrush Must have knowledge of normal and mapping, parallax a plus Must have strong character modeling skills, objects and building are a plus Both…
Hi, I'm relatively new to modelling and have a question about which is the better method of making a model. In the pictures below I have made the same model in two different ways, the first has a lower poly/tri count but is completely made of combined objects while the second, with a much higher poly/tri count was all…