Hello, I'm looking for Freelance/Part time/Full time remote work. I have experience working on Environment design, Modeling,Texturing, Lighting for games and production. Portfolio Links Behance Website
Hi guys i'm wondering if anyone knows where i've gone wrong and how I get this bottle to look in unreal how it does in Substance? Substance: Unreal: Unreal Layout: Thanks guys!
The creatures all seem pretty cool, but the human characters have way too much desaturated grey in the texture maps. Low saturation and grey tones in skin makes things look really dead. If you remove that, they'll really look a lot better.
Invulse Games, the game developers behind Deadlock: Online an iOS multiplayer shooter, published by Crescent Moon Games, is looking to recruit team members to help create an innovative new social game using the Unity 3D engine. The Project: We are currently in the planning phase, and soon to be moving into the prototyping…
Hi , I'm Fandi . I'm 3d Artist Looking for a freelance/remote/contract work I've got experience working on game development and VR And I also familiar with both modeling & texturing workflow. Here's my portfolio link for your consideration: https://www.artstation.com/fandiw If you think i could be useful for your project…
Hi my name is Anton, I'm looking for freelance work in either 3d concept design (environments) or illustrating comic books, I work fast and I'm not expensive Here are a few samples of my work, for full portfolio click here (artstation link), Feel free to contact me any time via email -- antoneart@gmail.com or on my…
Hello All, I am looking to contract a 2D artist that is familiar with the art style in Paper Mario: The Thousand-Year Door. Here is an example of what we'd like replicated: If interested, please reach out to me at Libio1991@gmail.com. Thanks!
So I'm looking for a workflow to use on countless terrain meshes that meet up and create seams, show in an idealized/simplified version here: I knew it probably wouldn't work, but I tried anyways: Gives this result, which is indeed removing the seam, but of course creates two new seams that are softer but of course worse…
I think that what really matters is the end result, you are making art not a simulation for NASA. Put your mesh with the material applied to it in a scene that is properly lit, for example a scene with an HDR global light and ask yourself "does it look good ?" and "Does it look the way i want it to be ?" If the answer to…