I always appreciate when models have consistent use of geometry more than anything. You can tell when a model has clean geometry, a consistent minimum quad size, enough geometry for curved and rounded areas, if they are leaving some loops to help control shading they are doing it in a consistent manner, cleanly terminating…
Very busy with pre-prod vertical slice stuff but here's a quick update, room is finished now with decals placed and some basic lighting by me. Our lighting artist is going to work her magic. The only thing it needs is clutter less fog Here it is with proper lighting done by Keziah Pereira, it really makes a huge…
Thank you for sharing and nudging me a bit. Appreciate it. I'm going for standard game asset, normal wear, meaning how it would look going into battle or in your inventory. It's been used in battle before for years, but not very recently per se. It should have evidence of being a vehicle for heavy use, but still clean…
Hi! I’m the leader of a small dev team starting work on a hero shooter involving the talents from hololive as the playable characters! The gameplay will take inspiration from classics like Overwatch and Valorant, but for the most part will carve its own place in the genre with unique mechanics and a different take on…
@5rettski Observation and speculation can be informative but sometimes the best way to learn is to actually recreate the effect by starting from first principles. It may be helpful to break this problem down into it's constituent parts then work through solving each of them individually to build up an understanding of the…
Hi, I'm a 3D artist looking for remote work / projects to work on. Familiar with creating props and characters based on created concepts. Skills - Hard-surface props - Character / creature modeling - High poly / low poly modeling - UV / Baking / Texturing - Clean topology - Light and rendering - Traditional drawing -…