Modeled in Plasticity | UVs in Maya | Textured in Substance 3D Painter | Rendered in Marmoset Toolbag — This piece is part of my ongoing hard-surface studies and a component of a larger character art project currently in development. — High Definition images: https://www.artstation.com/artwork/V2OddP…
Senior Hard Surface Artist (Remote): We are a team of expert developers with the goal of creating the next generation of systems that will power gaming and game development. We're seeking an experienced Senior Hard Surface Artist to create modular 3D assets that meet strict criteria in terms of fidelity and precision. You…
I'm so bad at hair cards laying. It's so bad and hard for me to control the hair. Then the hair also looks edgy in different places because there is no smoothness on it. I've been sitting morning to night for a week now and just having trouble even doing the first row of hair. I use Zbrush with the BEND Curve Modifier for…
Looking for x2 3D Artists for the game Freedom is Piracy The Game Freedom is Piracy is a Single-player 3rd Person Pirate Adventure Game where you, a former Marine soldier, join a pirate crew to build a new city through piracy and face the Marine to survive. Devlog presentation on YouTube:…
You need to split UV edge when you split vertex normals along an edge (i.e make the edge "hard" or in 3d max terms set different smooth group in adjacent faces. For a videocard it's no difference would you just split the geometry ) Beveled edge on the other hand allows you to keep smooth shading across it. So unified…
Haha not as around as I wish I was but it's hard to keep up at times. Me starting gouache is not even that long ago and I'm still going at it, it's a nice break from working on the computer all day. Very cool you started oil painting, would love to see what you painting. And yah I had various hand issues, from breaking my…
Anyway; what I generally do is. * Keep the Quad LowPoly for final render. Sure, does look a bit cleaner than triangulated mesh for renders * Triangulate the LowPoly I want to bake. Save as Tris for baking. Triangulating is not always required but is definitly a good thing to do. On organic meshe the triangulation isn't…
Retopologizing away, and I'm sick of it but I'll keep going xD I'm trying my best to preserve the silouette, the hope being once textured it will be really hard to tell if low or high poly. According to stats I've placed +1000 faces by hand one by one, and I'll be honest, this workflow feels medieval (link)... I wonder if…
Hi! Props for attaching files :-B Taking a look at the lowpoly, I'd say with beveled edges and the resulting mesh shading, hard edges become redundant. While hard edges need UV splits (when baking a normal map), not every edge along a UV split needs to be shaded hard. I would use use hard edges deliberately in places where…