Hi everyone! Frayed Wires Studios is looking for a Character Artist who is passionate about creating high-quality, low-budget characters and is eager to join us in our venture into the games industry. The project is Battlefront: The Clone Wars, which is an era mod for Star Wars Battlefront II (2005) focused on recreating…
Rockstar North is looking for a Character Skinning and Pipeline Artist to work with us to create the next generation of characters. In this role you will provide support throughout the character production process working closely with artists in the character team; using our tools and rigs to skin character bodies and…
WIP Hi world, this is my Yakuza artwork, which I developed during my participation in the ArtStation challenge "Neo Tokyo: Exponential Reality" in the Film/VFX Character Art category (rendered). This experience was incredibly exciting and allowed me to navigate the entire 3D pipeline, from likeness sculpting, modeling, and…
Hi there!Fully procedural Pizza Napoletana material made in Substance Designer.A short break from environment production work, focused on procedural material creation. Some more on ArtStation - Pizza Napoletana | Substance designer fully procedural material., Arthur ZenkovichBuon appetito! Substance graph is big and…
hey there everybody just thought id show some of the crap ive done since working at Ttales, hoho not much but its gettin there, deffinatly in no way finished but heres a high poly tank made in Max nearly ready for a low poly cage, still playing with materials etc last image shows correct colour rivets, also got some crap…
Hello, i've been learning 3ds Max for a fair amount of time now however there has been always one question that I cannot find the answer to. OK, so I know how to create probs using sub division techniques like turbosmooth and mudbox etc... But would I use the same technique in creating an object like a house? Thanks for…
thanks for the reply Ace-Angel, yeah from what my experimenting tells me your most likely right. Adding diffuse, spec with details in them will most likely get rid of the more apparent edges seen now with only normal plugged in. Adding different lighting and post process things will probably further less apparent. My…
That was because I did not unwrap the sphere perfectly, I did not spend the time to make the rings equidistant from eachother, so the texture is a little unevenly displayed (and stretched at the center rings). here's a map of mars with equidistant rings applied via this method: please, do find any creases, seams or…
It wont end up looking blobby and soft if i use the correct edge control on the high poly though will it? And then i can just chamfer the edges to match on the low poly. Or should i chamfer them on the high poly as well and use edge control on the chamfers? Thanks for all your help so far guys, big
I was just gonna post this. He was a big hero of mine, growing up in the 70's. I thought he was older than 69 though. I remember watching snake river canyon jump on world of sport which was a tad disappointing, but still, love the image and the whole hero thing. you don't get that now.