Hey guys! I'm working on a second project called the "Hard Surface Modeling - Corner Room Project". We have to take a game or a film and remake a corner from it. I've decided to do a scene from the Game of Thrones (Kraken fireplace, Iron Islands). I don't actually watch it but it's been recommended because it has nice…
We are looking for an experienced Zbrush artist with fulltime availability. Artists must have these skills:* professional level in Zbrush sculpting * Can sculpt semi-stylized and exaggerated materials (such as wood, stone, brick, iron) * familiarity with optimizing/Exporting STLs from Zbrush * proficiency producing…
Everyone's work is looking good! @ATaylor96 your blockout looks better than my final high poly! @klamante - that model is looking very clean great work! Not too chaotic to me! @crayz4pnutz - all of your modeling looks solid. Unless I am getting tricked by the field of view/perspective, it looks a lot longer than the…
We are looking for an experienced Zbrush artist with fulltime availability. Artists must have these skills:* professional level in Zbrush sculpting * Can sculpt stylized and exaggerated materials (such as wood, stone, brick, iron) * familiarity with optimizing/Exporting STLs from Zbrush * proficient or understanding of 3D…
We are looking for an experienced Zbrush artist with fulltime availability. Artists must have these skills:* professional level in Zbrush sculpting * Can sculpt stylized and exaggerated materials (such as wood, stone, brick, iron) * familiarity with optimizing/Exporting STLs from Zbrush * proficient or understanding of 3D…
currently working on a rural UK police station for a personal project as I wanted to develop my environment art skills. as for the overall direction for this piece I'm going to be adding a lot of foliage and making it look overgrown. kinda going down the vain of last of us or Neir Automata [WIP]Trim Sheet - this is my…
Hello guys! I recently got into substance designer again and i have been playing around with it a bit., so i figured I would start my won thread to put all my WIPs and stuff. Critics and tips are really appreciated! Specially as i don't have much experience with environment art. Heres what i am currently working on, I am…
I noticed that when adding new materials (like brick, for ex) after adding an AO channel, they will no longer import their proper, specific AO maps... they are just blank gray overlays. In 1.8 as I recall, all of the megascan materials had their own unique AO maps that would multiply on top of your base AO. This also…
Yo Everyone. Normally I stick to just making props, because every time I try something in UDK I hit a brick wall when it comes to the grid and all those numbers which I don't understand. So I thought the best way to deal with that would be to make an environment in UDK with a bit of a focus on modularity. Also, I'm far too…
So I did a quick test with brick, to see how tiling textures worked... How do you exactly tile the texture, in both marmoset and UE4? Do you just spread the UV's way past the borders? Do I manually tile it in photoshop then apply? Is it bad exiting the UV borders? I'm assuming there's a way to get some kind of multiplier…