Hello, My name is Christian Clark and I am a model and texture artist specializing in environments for games. I am currently available for work, and my portfolio can be found here: http://www.cdc3d.com
Hey guys, I finished it quicker as expected : My first SpaceShip 3D model. From the modelsheet of Brandon Orden. here's some pics, the rest is on my Artstation : https://www.artstation.com/artwork/aWVPX
Sometimes I see artist make reference to splitting a model in zBrush in order to achieve higher subdivision levels on individual limbs etc. But how do you keep the seams between the different parts in sync? For example, sculpting on the neck wouldn't affect the chest and so on. How do you work around this?
i recently finished this sci-fi soldier sculpt in zbrush 4R4. An animator friend has expressed interest in rigging and animating it. I'm kinda at a lost as to the steps involved in the process of making my model rigging ready. my subtools are between 1-3mil polys in dynamesh for details and he uses maya for the riggging…
I have a relatively large modding team together working on a remake of a Quake2 mod. The majority of us have been playing the mod for years, and intend on making a free download-able update to it. A little about the team: - Two concept artists - Two audio guys - Four mappers/texturers - Three programmers (including myself)…
Greetings, Polycount! Been lurking and submerging in the forums for a few weeks now and finally had the guts to start posting. I'm fairly new to the whole game dev/art design/assets scene and wish to get a bit more serious about it. Currently i've been very intrigued in the wonderful world of stylized and handmade art. I'm…
I'm new at modeling and have been using my school's computers for the last semester but I'd really like to start working from home. I've expolred both options for custom built machines and pre-built. Anybody have any suggestions for a machine for this type of work? Looking at spending $1300-$1500.
Hello everyone, I recently finished a 3D modeling, meant to be a skin mod for Monster Hunter World. I wanted to focus on detail and "visual fluff" I'm now looking for critique in order to improve. Here is the sketchfab https://skfb.ly/6IGBw Here are some screenshots Any feedback is appreciated, have a great day !
Hello. I used to use this method. On the low-poly blank I added modifier "Subdivision Surface". This method is now no good for me, since lost the original geometry of the model. Recently, I learned about Declimate, but it breaks the map UV. Advise please plug-in or software for optimization. I use Blender 2.63