I'm doing a bit of research on games that have an art style that is fairly low budget yet looks cool. A couple examples include - Patapon http://i12.photobucket.com/albums/a217/youaremykilikiller/tgs-2007-patapon-screens-2007092003.jpg and Flow http://cache.kotaku.com/assets/resources/2006/12/flowgamedev.jpg Anyone have…
Hey guys, My name is Kyle Ennis and I am a 3D Character Artist currently looking for freelance work. Skillset: Character Sculpting/Modelling - UV Unwraping - Texturing Primary Software: Zbrush - 3DS Max - Photoshop - Substance Designer/Painter - XNormal My Portfolio: http://www.kyleennis3d.com/ My…
I'm a video games artist with 5 and half years industry experience. The studio I previously worked for (THQ Digital UK) recently closed down and Im now looking for freelance opportunities. Here is a link to my portfolio: http://www.andrewclarke3d.com/ Please don't hesitate to message me if youre interested in hiring me.…
I am a recent graduate of Full Sail University's Game Art Bachelors Program and am looking for work. online portfolio: http://michaeltatepultro.blogspot.com/ LinkedIn: http://www.linkedin.com/in/michaeltpultro
I am looking for a low poly modeler to make a few outfits for a base character that is already modeled. If interested, please send examples of your work to kcjcamp@gmail.com. Thanks.
I'd like to know the right way to get rounded edges on my lowpoly asset through the baking of my highpoly in Substance Painter. This is what it looks baked, not good.
Hi! I am currently looking for freelance work. I have experience in game projects Artstation: https://www.artstation.com/artist/qpolygon E-mail: lasthunte@gmail.com
Ratchet & Clank never looked so good, feeling very inspired right now! https://www.youtube.com/watch?v=jJOZeqtkaYU https://www.youtube.com/watch?v=YLXXKWkBBYc
The robot is a cool piece, but I think it suffers from a few errors. The normal map looks really odd. A texture overlay across the whole flat is a no-no. If you want texture like this, rotate the pattern to match the flow of each surface. And consider which surfaces would get it vs. not, don't distribute it so evenly…