Finally done! This took me quite a while since I got burnt out, but I finally managed to finish it. The character and rig was already done last year, I just had to do the animations but I also wanted to show it in game so I was working on the animations while making the Unity project which took me a whole 2 months to make.…
Well, on the base mesh all the high res meshes are projected as sources, so the patch will also project. If the highres patch was a tall cylinder for example, it will project, but be cut depending on the cage distance (or ray projection distance). So it isn't a technical issue. You can export a high res of everything but…
For the final presentation I have gone with a 70/80’s feel to fit with the selected asset which looks well used and worn. Final model is 5774 faces and textures for the handplane are 2k. Final Image 1 Final image 2 Wireframe Bake maps Final maps Feedback Bake times - 4k maps with 16x Super Sample (unless stated) Normal -…
It’s one of those concepts you can stare at for ages. Every time, a new story starts to form in your head. I knew I had to turn it into a 3D environment eventually.
I worked on this over the course of about 6 months, squeezing in sessions of 30 minutes to 3 hours in my free time. It was the perfect excuse to explore some…
Hey everyone, I'm a freelance digital sculptor specializing in highly detailed miniatures and collectibles for 3D printing — available for freelance work or commissions. Whether you're building a tabletop game, launching a Kickstarter, or need original miniatures for resin printing — I can help bring your characters,…
Hello people! I'm a freelancer 3D Character Artist looking for remote jobs. Both long & short-term projects and part or full time. Skills: Organic and non-organic modeling from scratch; solid anatomy knowledge; High detailing realistic surfaces; Hand retopology and uv mapping; low poly modeling; baking process and…
Not exactly 'mod' experience, but if you get a bad egg on the team, someone who is not motivated and cannot work independently or collaborate well, he/she will unknowingly work to sabotage the project until it fails. I made the mistake of trying to start a project with a programmer friend (since at the time I didn't…
I fully agree with Kanni3d & Klunk, both on methods explained and how these are standards when it comes to manually unwrap your UVs. Like, it's normal to spend more time on things that can't be automated. The RizomUV result is quite poor for two reasons : - center edges are messed up (=will need later…
I would focus more on complexity and depth of your projects. I would also throw in project duration since game dev projects are fairly long. Mention experience with or knowledge of risk management since there are so many unforseen things that can go wrong with game dev Personally I wouldn't mention revenue generated by…