I'm coming back to the US after more than a decade abroad, would like to work in a walkable/bikeable city on the west coast. I'll be available in a couple months. I will partake of the free office coffee and you guys can hear me swear whenever Zbrush crashes, it'll be great fun. I do a lot of scifi and fantasy stuff. I've…
I've been feeling discouraged from making stuff and posting, but I'm trying to make an effort again. The main issue with all my models is inability to adequately pose them: they have a tendency to break in a way that I can't quite fix. The legs become too short for sitting poses, the arm twists break silhouettes, the…
Malice Paradigm is officially initiating core asset production today for our upcoming T-rated psychological horror game, "Teratophobia." We are starting with an accelerated 14-day development cycle to build a self-contained 7-minute Game Jam Demo. Voice talent casting is already locked via Casting Call Club, and we are now…
So I've been modeling a cassette player (the image provided is a closeup of one part of it. I'm trying to practice making cleaner models especially when they're smoothed out. I could be wrong but I assume the roundness of the edges (the square-ish forming outer edges) encompassing each sphere that are rounded are not the…
Based on A_Bs approach i found a decent solution. I achieved the overlapping blades of grass effect using different shades of green in my „Lerp-Alpha-Texture“ (mine is white and green instead of green and white or black and white). :) I place flat square shaped models with a polycount of 4 and rotate them the way i need,…
I’ve been trying to get cleaner highlight flow on this model, but I keep running into issues where the highlights feel muddy or break abruptly — especially on larger surfaces and edges. I’m working in Toolbag using HDRI + a few lights. From a modeling standpoint the surfaces should be clean, but the highlight flow still…
There is something about this forum I really like. All of you guys(and gals) are really talented. There are plenty of talented people on CGTalk too. But I guess what makes me enjoy this site more is the fact that you people are way more critical. On CGTalk, I can post something and one or two things will usually happen. I…
I am currently texturing a character and weapon to look like
Blizzard’s overwatch. I have never done hand painted textures before and am struggling
a bit. I am wondering if it reads as overwatch or if there is anything I can do
to push the textures? I include my WIPs and a reference sheet along with the
concept art I am…
I want to become a successful environment and prop artist. I have seen some crazy work on polycount that just blows my mind. I can't thank the community enough for being such an inspiration. I am studying everything I need to know and doing projects. I love udk and I use 3ds max and zbrush mostly. I am super excited to…