Looking for job opportunities in game dev. I would like to offer my services as a 3D hard surface artist. I am mainly interested in weapons, but I'm sure I can manage most of hard surface game assets. Take a look at my latest project. Also feel free to check out my portfolio: https://madfox097.artstation.com/ model
Rotate the individual columns so the topology lines up as best you can at the seam to minimize cleanup. Then cleanup, because there's always cleanup in boolean ops. Finally, add a bevel or hard edge at the seam.
Hi! Not at computer right now, but a common mistake is UVs not being split at hard edges. Hard edges are useful at steep angles to control the lowpolys shading - a smooth curvature wouldn't qualify for hard edges (but can still have a UVs split). Your post is missing images of the lowpolys shading and UV layout, so hard to…
For me it's the opposite lol, I suck at hard surfaces. Exactly, I think it's fun when you can get your character naked and customize their genitals even if there is no gameplay reason for it. And since you have multiple humanoids you can make interesting body designs that expends the lore.
First question I would ask is why are you using displacement? What’s the goal beyond this test asset? Displacement is a pain in the ass, hard to edit, and uses a ton of memory. Most productions I’ve worked on actively avoid it, unless there’s absolutely no other way.
Another question. The marked areas looks hard edged to me because the specular is breaking so hard. How is that? After using handplane, the hard edges still hard edges?
Hello!I was wondering why some people create the face without following the standard PBR (Roughness/Metalness).It's possible? I mean.. of course you can do it in Marmoset but in a studio it would be possible? And for example, if you have a head where it has some hard surface bake it and you want to use Roughness/specular…