I'm about to begin a big sci-fi project, and I've been reading up on a lot of Alex Senechal's works and blogs. He talks about these things called "Trim Sheets" a lot, which seem to just be flat planes with a ton of different details in them. They don't necessarily flow together though. It looks like it's just a collection…
Hi everyone, this is "Mansion" a project that i started few months ago.I should have posted it earlier to get feedback and improve it. It's never too late :smile: Goals: Texel density / Polycount optimisation / Layered materials / SSS with the foliage / Composition / Hard surface and organic modeling / Storytelling /…
Last Update : Hello guys I'm starting a new project and I choose to make a fan art of Thief with a concept from Mathieu Latour-Duhaime. From now I have the preproduction planning done. I'm moving to the 3D blockout, placeholder texture and a raw lighting into CryEngine this evening/night. I'm also planning to put this into…
I am a indie game developer looking for a Level Designer that can help make a post apocalyptic city environment map for a survivor game.I do have a investor that is welling to help me out to get to Kickstarter. So I am able to pay the right person indie prices not AAA studio prices. I have other artist that are working on…
How often do you guys do a high poly for baking props in environment pieces. If it were me I'd do a high poly piece for something that was a large object, or a key piece to the scene, but lets just say its a basic prop, like a chair or desk or something like that. Would you guys bother with the high to low bake? I was…
Hello, My name is Anthony Merola, I am looking for work as a 3D Game Artist for both Indie and AAA Projects. I've joined a few indie game projects with other talented artists but none of them ever made it to completion. Still holding out for my first team who's able to go all the way and see their project through to…
This role requires excellent modeling and texturing skills with solid experience working with Maya and the Unreal Engine. The applicant should have a strong portfolio and generous understanding of hard and soft surface modeling. Skills needed: Ability to model large areas as well as modular pieces to supplement those…
I have been working on this off and on for the last week and I think it is about time it had its own topic. After much trial and error I found that working from my own concepts did not work out too well seeing as I am not a concept artist(though it is something I would love to improve upon in the future)So I choose a…
Hi everyone, I haven't post anything on Polycount since 2014 for the first Dishonored. On the other hand, I did many little posts on Artstation. I wanted to share pics in this forum, but I was waiting to have something substantial.Then, this is a little summury made of mixed up pics from these 2 games. These materials and…
Hey guys. Decided to try and crank out a scene from the last Rambo. It's his dock, in the middle of heavy rain: Here's what I have so far: I made a bunch of modular assets so far. I haven't worked on any lighting or particles yet, obviously. I managed to repurpose a UDK material to create the effect of rain scurrying down…