I am a 2D/3D artist specializing in next gen characters. I can both model and texture using varoius softwares including Mudbox and Photoshop. I am very fast and effienct and available for immediate off-site contracts. Here is an example of my work. As well as my contact info. Email me for prices and availabilty. More…
Hey guys, I'm looking for some freelance work, I have experience with freelance in the past as well as experience in the video game field. Here are a few samples of my work Vehicle art: MMO art+handpainted textures: Low Poly enviro art: High poly sculpting: Current gen Character art: My online portfolio can be found at…
I'm working on a new project, The bridge from Star Trek: Next Gen. I have mostly everything modeled out. just a few details left and of course importing it into UDK. Do any of you have any suggestions on what I should do? I'm going to put up some more renders from UDK with the next day, but here are a few renders from Max.…
Damn, been a while since I actually posted a thread. I made this guy recently for a WW2 game being Built indie style :) 26K "k body 1k head ingame, showing him off at double res though cos next gen :D TB2 U4 shader....porting him over at the moment with the shiny new Unreal 4.5 skin shader. crits and advice on U4 shader…
Usually just dig into pimping and previews. As for all around inspiring in the gaming field, always thought Carmack was a hell of a guy, had as much of an influence as anyone creating the first person shooter and helped orchestrate much of what we consider current gen graphics. Obviously not anywhere near what we do here,…
I'd definitely remove the bevels and make smoother edges via normals. Though it's a fact that current / next gen characters use way more tri's doesn't mean that a high tri-count should be your goal. It's about efficiency ^^ Model looks good so far, only the shield looks like it has a smoothing error. Like the concept,…
I got [ame="https://www.amazon.com/dartiste-Character-Modeling-Digital-Artists/dp/1921002670/ref=sr_1_1?ie=UTF8&s=books&qid=1281034308&sr=8-1"]d'artiste character modeling 3[/ame] last december and it's really great, it has awesome artwork as well as tutorials, and gives some insight to the "next gen" art process.
hi the Chair look great . but on your lowpoly give it more shape or try to use your hipoly from zbrush to make it by optimize it . on udk use more color light ( blue , yellow , White ) and work more on your texture and give it more details . watch hiten videos . they are great http://vimeo.com/mistry and eat3d dvd about…
It looks like you can afford to sue more tris if you're going for current-gen level assets. I mean, your first two assets are just boxes. That said, I guess I can't say that for sure until we actually see some wireframes. The optimization of your UV space is leaving a lot to be desired on the plant and box.
You'll have a lot of bleeding with that UV layout(in fact you do!),unless you are going to use a higher resolution lightmap(above 128 ,which is really expensive...as xen said you need to minimize the number of individual islands by modeling contiguous geo and minimizing the number of seams/breaks in your UV,it's a little…