Hello. My name is Denis Khlebnikov and i'm 3D Artist. Looking for freelance/remote/contract or part-time employment. My portfolio: https://www.artstation.com/dezaiw Skills: -Experience in several AAA projects.-Low poly / High poly modeling. -Hard Surface modeling -Organic modeling -UV Mapping. -Trim,Tile,Decal textures.…
I'm into enviro and prop modeling, but getting into learning characters now at uni. Do you guys always start with a base mesh made in Maya or max, etc., then bring that into a sculpting program and make the high poly? I've heard a lot of people just make the high poly first. Do you guys who do that bring anything from maya…
well, such with my fanaticism toward anything in armour, ive modeled an elf paladin, with an emo haircut... the only real question i would have for you guys (other than to ask to be criticised gently). is how would you go about normalmapping him? im not too great with high poly stuff, and i want to get a coat of arms…
Hey guys, i wanted to share with You a multitexturing material i did for the W3: Blood and Wine expansion. It started with a simple texture blending idea (three textures blending together): We've later figured out how to expand it's functionality to be more versatile: In the end we've used the above textureset in every…
Finished up my Gremlin Scene, rendered in marmoset. View more image and animations https://www.artstation.com/artwork/rRo2P2 Also I created a custom shader to control colours and roughness values via RGB masks which is super handy, especially with trim sheet style modeling to get more variation, which I will be sharing…
Well, I'd still disagree. A studio can have some very good reasons to want to lock everything down at the highpoly stage with final floaters - even for things like tiling trims and 3d text. Again, that's not saying that Painter isn't great - it's just there are too many production scenarios out there to make such a broad…
Perhaps a bit late to change, but I've only seen Wells Fargo coaches in red, with gold lettering and trim, and yellow wheels and suspension. The painting on the door panel is often intricate, and usually oval. The lettering seems irregularly spaced. The rear storage compartment is all leather, and should curve in a bit…
Thanks so much for the feedback! I am totally in love with your idea. I'm going to run with that one I think. Those tie things were definitely a last minute" uuh something needs to hold this here..." kind of thing. And her legs are a tad thick--I wanted to make her somewhat muscular but they can definitely be trimmed down…
you really wasting texture space on these four wooden beams. 1. Straighten the UVs, distorsion will be minimal, noone gonna see it. 2. Overlap them. Paint trim for vertical beams at the bottom and pointy ends on top. For regular beams use only middle portion of texture. 3. You can only see two sides of the beam at any…
Thanks for the compliments and well wishes guys! Armor's in progress! I decided to model the armor in maya to better achieve the "super polished" look that Riot's highrez sculpts have for their game character's, but also at this stage I've noticed that the trimming is very thin, which isn't usually the case I believe with…