Hard Surface Modeler -
Mid/Senior Level Organic/Character Modeler -
Mid/Senior Level Join our crew for the premiere
season of STAR TREK DISCOVERY, a new live action series from CBS
Television Productions. You will work closely with the
Asset Supervisor and Lead Modeler to create creating visually
stunning 3D assets that…
hi guys, I'm currently in the process of trying to render out a normal map as a test, what I'm basically running into is a weird distortion in my normal map render from zmapper. I'm using the custom configuration of 3DS Max7 TangentSpace BestQuality(default settings) under zmapper. I've included an image of the distortion…
So, I did the high poly sculpt, exported that as an OBJ, made my low poly and UV'd it, also exporting it as a .OBJ When I put everything in xnormal, this comes out: If it's any help, the high and low poly look like this: halp plz
You're off to a good start. :) The biggest issue right now is that the scene is very empty. It feels like the rockfaces in the background drop off into nothingness. Would be nice to see more background landscape as well as some atmospheric fog. The house itself isn't bad, your materials are looking alright. The big issue…
Wow, so much horse shit in one post - that's pretty impressive Blaizer! Firstly, being a good prop/environment artist (or 'level artist', whatever) is just as difficult as character art, its just a separate set of skills you have to master and perfect. I like the way you start off by condescending them with the implication…
Yup, upon first glance I really thought that first shot was a ref photo. Would love to see some texture flats for this...especially for those hunks of beef. One critique I have, which was touched on lightly by someone else, is that aside from the pooling blood and the chunks of meat...I feel like the rest of the area is…
Program Knowledge 3ds max (or) maya Photoshop Unity (or) UE4 Zbrush Bonus: Substance Designer (Tiling Environment textures) Substance Painter World Machine Here is the gist, you will most likely run into of these two studios or a bit of a mix that is why this is hard at times: Studio A: Build modular architecture pieces…
In my opinion, you are not ready to be applying for jobs yet. I would stop applying and focus very hard on improving your portfolio. You have a lot of unfinished work, and some very basic props which lack complexity in detail, and material definition. If you are going to make props, not just small props for an environment,…
@Computron: Funny you said that! I've been looking a lot at that level actually. :) I'm using the same texture layout basicly. Not sure how his shaders were set up, but I'm guessing they're very similar. I will post my flats when I get back home. @Darkleopard: Thanks man! I really appreciate it! I'll post my flats soon.…
Some real feedback on rates guys: Basically it comes down to this: Are you experienced enough to do the work quickly and with minimal fixes? If so then hourly may work but it really depends on your rates. Asking $20-30 per hour is an avg rate, but again it depends on the client's size, budget and what the asset is. Most…