Hi, I do 3d props modeling. It seems you're very experienced and knows how to run a team. I hope you do complete this project, I am currently working on another concept game, I do model props there. I can give 4-5 hours daily for modeling if you take me in your team. Here is my portfolio,…
You've got to ask yourself one question Polycount Member - as seen in this mornings post - hit the Pimping & Previews forum hard the other day with his rendition of a gunslinger. As MoP stated, it is an exceptionally well executed character model that everyone should be looking at when needing inspiration. The fabric work…
Hey Guys, currently working on an asset that I wanted to target for "something beyond this generation of games" or "high end pc" asset. Originally this asset was started as a tiny prop to do some sculpting, but as I progressed I realized that for the amount of detail I was putting in, it would probably be a close up prop…
I have a prop I made a while back and its been pointed out that I should fix the hard connecting areas shown here: Is there a way to do this without having to re-unwrap/bake/texture the entire prop? Right now the side parts are just stuck into the center part with no holes.
Hey guys, I am creating a bike for my environment prop piece to add to my portfolio and would love some feedback thus far! It is still in the making and plan on adding more props to the bike once the bike itself is completed! Any helpful criticism is more than welcomed :smile:
This last weekend I was working on getting in the masking details. I used a texture mask overlayed on the 2nd UV map of each asset to add the grunge feel and weight to the buildings or props. I also did some slight handpainted details over the props and added in a round of foliage. I think the middle bushes by the stairs…
Update! I am messing around with the lights in the scene i added a couple of small props I think with 3 lights it might be a little too bright. Some of the shadows seem off i will have to mess with the positioning of the props.
I have slowly work on this for now. I have hide all props and focus on the room to have it in a complete state first then go back to props. I'm currently working on all the decal, transition, post process, light thing.
Some Renegade X environments seen in the recent single player demo Black Dawn. This was a collaborated project. Majority of the props were made by other 3D artists, but all the UDK work and some props was done by me.
as it was said depends on the use you plan for your prop, if its a secondary prop you might consider lowering that tri count a whole lot. instead if its a primary one, you might be around a good number.