This was an accidental double post. Actual thread is here: http://polycount.com/discussion/189642/hard-surface-artist-generalist-will-work-for-food-almost#latest Mods, you can delete this, please, thank you and apologies!
100% agreed. The time thing is a huge issue. On the one hand you want to have time to do polish as much as possible on the other hand putting dozens of hours into a test for free isn't exactly the best use of your time. Those employed only have their spare time, but freelancers are missing out opportunities to put food on…
I had to shut down my website recently (for complicated reason, hard to explain). I’m currently rebuilding it and moving it to new web builder. It should be up soon.
We're in need of a Hard Surface Environment Artist who is Proficient in building Modular Environments. Requirements: * Eye for Detail * Can work exactly to the grid * Experience in creating modular environments * 3 years minimum professional experience creating environments for console and pc titles please email…
Hi everyone! I'm a freelance 3d artist. I'm looking for work. If anyone have job relate hard surface such as weapon, vehicle, ship, mecha, props, ... Let's contact me. Welcome! Portfolio: https://www.artstation.com/artist/b3dgame Skype: binh3dgame Email: mr.b3dgame@gmail.com Thank you.
So I'm using xnormal to bake my normal map at 4k with 4x AA sampling in xnormal. The files attacked are how it looks on my object and a version in photoshop with the levels crushed so you can see the banding easier. Why does this happen and how can I avoid it?
Hey guys and girls So I have this issue with ndo2 and cs6. I am wondering is there a way I can use multilayer with height map creation. Eveey time I try convert it to a hard surface height map I get a error saying it can't be done in this version Is there a work around for this? Thanks
This is the 1st model I have ever done in 3ds Max and learned alot during the 3 week process. Devouring every tutotrial I could find on the net. This is the high poly version without turbosmooth applied but all parts are ready for it with support edges inplace. Once I get to that point. Real world scaled correctly to 13m…