Based in Guildford, UK, Edge Case Games is looking for an exceptionally skilled 3D Environment Artist, working alongside talented industry veterans currently developing Fractured Space. In this role, you will help to inspire and create the environment & gameplay assets for the environments in our games. The perfect…
Interested in working for an exciting company that is redefining the way people play video games? Interested in working for a world class company in a fun, and rewarding environment in Madrid? Then Gameloft is the company for you! Gameloft Madrid is currently seeking experienced 3D artists specialized in vehicles and…
Hello guys :) Let say we have 2 long metal beams and want to "connect" them and add some wilding details with sculpting. Pretty obvious - boolean union, dynamesh/remesh when sculpt. But the problem is what our actual weld sculpt will cover something like 1-5% of model surface, so we will waste tons of polygons on long…
So snapping to curve with middle mouse allows you to slide objects and components alone the edge of a poly surface but it doesn't let you align things that way. What I mean is I can get one object to align to another's edge generally but it's inaccurate. Maybe some pictures can help explain. So I have two objects and I…
Hi all, I am using bend modifier on flat pieces as its fast and easy for texturing and modular workflow. However I just came across this texture squashing / stretching issue on curved surfaces when pushed to extreme curves, such as sharp U turns shown in picture. Texture is flat tileable and also the surface is simple…
Hey guys. So I'm a little unsure of exactly how to explain my question so I apologize for any confusion in advance. I was wondering about the quality of a tiled texture applied to a surface in Substance Painter. For example say you have a flat surface and you want to make a wall out of it with a tiling texture. Normally I…
So I thought I should make a thread about this and try to get some general feedback already. This is the high poly (140k) minigun I've been making for about three-four days to learn hard surfaces and the first "big thing" I've done. I'm about to start with the low poly, which my goal is to keep under 20k. Should I make a…
This model is to be used in Unreal Engine 4 and I used Metal-Rough workflow with this. I needed to cut some corners to keep the poly count low as my project requires it but I think this is passable. Realistically this surface would be way more rough and not so shiny, but as my virgin eyes fell in love with the huge…
Apologies if everyone knows this already...but this had to be shared. I'm using Silo 2. I was creating a low poly mesh from a high poly sculpt. Target model was around 1200 polygons (triangles), source was 300,000 or so. I cloned the highpoly, and removed levels of sub-d from it to give me a low poly base to work from - I…
Hello, My Name is Alan Lilley I am a 3D Artist based in the UK. My main art style is realistic, and I have 5 Years Experience as a Freelancing artist and Instructor on Digital Platforms, as well as holding a university degree. I focus on Hard surface models like vehicles and props, but possess the ability to so Soft…