Looking for a 2D Monster Artist (Profit Share Collaboration) Hey everyone! I’m currently developing Soul Tamers, a monster-taming RPG inspired by the feeling of discovering unique creatures, building bonds with them, and exploring a mysterious world filled with danger and lore. The game focuses heavily on original monster…
Not paid Hello, Looking for 1-2 other 3d artists to team up and create asset packs to form a small studio. I primarily focus on stylized but can also do realism, depending on the asset pack we decide to create. I have good knowledge in Unity, blender and Substance Painter and some experience in animation Here’s some of my…
Welcome to Polycount. This looks like a fun project! First thing is I would recommend posting JPG instead of PNG. I’m looking at this post on my phone, and those images take foreeeeeeever to load. Do you have some references of what you’re aiming towards? It would be great to share a few key images you like.
I have an issue where if I create references to scenes with shared shading networks, it works only as long as I only reference one file. Ex: I reference in scene A with a cube that has shader shdrA into a new scene (shared shading networks enabled in reference options). I can now duplicate that reference as much as I like…
@zylan Determining if a high poly mesh is acceptable really boils down to how closely the shapes in the model match the shapes in the references and whether or not the topology subdivides cleanly, without generating any noticeable smoothing artifacts or other surface quality issues. If the shapes and surface quality checks…
Hello hello, my name is Anthony and I'd love some feedback on my all-around portfolio. https://docs.google.com/presentation/d/1C6tX9N63vaqJvRwZUlS-13JEd5jT7438icR-JheRwCo/edit?usp=sharing
Hi guys, I'm looking for an artist to help me flesh out my isometric shooter with PS1 style graphics. Ideally I'm looking for someone who is: - Versed in UE4, understands how to optimise models and materials to be as efficient as possible- Can model low poly environments, and light them using baked lighting in UE4- Can…
Thanks! :) Absolutely, I can definitely share some wireframes. Just a heads-up: I haven't applied any bevels yet, only some basic surface smoothing. I'm planning to do a proper retopology pass later, definitely not the most exciting part of the process haha!
Good stuff from Poop. This is for max, right? From the help file: [ QUOTE ] Smoothing groups define whether a surface is rendered with sharp edges or smooth surfaces. Smoothing groups are numbers assigned to the faces or patches of an object. Each face or patch can carry any number of smoothing groups up to the maximum of…