Hi all — looking for thoughts from experienced artists and technical folks on a workflow challenge I’ve been thinking about. I’ve been examining common pain points when moving assets between Blender and Unity, especially around: * Export pipelines (FBX/GLTF) and unexpected mesh transforms * Scene hierarchy handling and…
"As I really dont have much to do with characters I am curious how useful retopo addons like the mentioned ones would be for optimising any assets I make espically sculpted ones" Can be quite helpful not only for organic figurative content sculpted or otherwise but also large scale hardsurface props (vehicles, scifi mechs,…
Hey Darren, Skimming over the other replies here - I think I'm just echoing their thoughts: -You need to create a cohesive scene. It doesn't need to be a functioning level, but something to give context to your work. The props themselves are fine, I think they look good, but they're not standing out as big pieces of work.…
feels sorta bland. you're using a bunch of props to dress a boring shell. Put some strutural detail into the shack/cabin instead of creating a trophy room. you have all this flat surfaces with a small prop placed in the middle. the tiled wood texture doesn't help. Change up the textures used for the floor/walls/ceiling. I…
We’re currently looking for three dedicated 3D Artists, each specializing in one of the following disciplines: * Character Modeling Artist * Environment Modeling Artist * VFX Artist This is a volunteer opportunity for beginner to mid-level artists who want to gain real game development experience while focusing strictly on…
uuh so a bunch of travel and the ever magical christmas + new year period = no time/no decent computer for 3D. Plus I've been putting off posting because of 'uuugh nothing is good enough everything sucks'. Which may well be the case, but I decide I'm still going to post some sketchbook junk everynow and then. I've been…
So, I'm not going to really comment on the props so far as I feel they need a lot of work. What I am going to say is that I think you should drop the whole "one piece a week" process. You are going to end up with 52 mediocre pieces that aren't going to help your folio at all. I would rather you spend the whole year working…
Updates: dropped the pallet texture down to 512s (thanks to the harsh but fair assessment of Tor Frick) as they were way to high for a simple game prop, seem to have lost a lot of detail, which will teach me to not use unique textures for such simple props. Added oil drums, these do have modular textures and I've created a…
Artstation: https://www.artstation.com/muqaddasaman Hey Polycounters! Just wrapped up my final MA project — Timeless Epoch — and I’m super excited to share it here. 1. Initial Inspiration The idea for Timeless Epoch began with my fascination for base-building mechanics in V Rising. I was especially intrigued by how…