Hi all I'm at the stage with a project where I have a more or less textured tyre for a car and I need to create the specular and gloss maps for it. I need the tyre to appear wet as in the final scene it's going to be raining, however I'm struggling to achieve the right results. Currently it looks like this: It seems that…
it looks like there is a heavy amount of sharpen filter or something, giving a unique look. I wouldnt call it ugly, I kind of like the look. It's an asset pack so of course the environments might be a litlte bare in some places because its just a general kit. Unreal is a pretty flexible program. You could make things look…
Hi , I am looking to work remotely from the UK and can work on Paid or Unpaid projects. Yes I am willing to work for free for gameJAms and indie teams with little cash. Give me a shout. I am flexible and can work in many Art styles, Including modern realistic - sci-fi near future or fantasy. I am looking for a friendly and…
So I am back with Updates! I created a pure ref board with some reference for things, It was really hard finding images of blades with cloth wrapped around the handle like the main concept, but I wasn't spending too much time looking for that specific thing. I did find images of blade handles and how wide they are which…
Your poly flow is wierd, the body is undefined, you have a lot of wasted polys and the proportions could use some reference That said you're off to a good start. Have a look at some tutorials and some of the other models posted here to get an idea of poly flow and useage. At the moment your textures are doing all the work,…
Quite a few closeups of the final mesh on my Owlbot. I love the way the eyes came out and am looking forward to seeing how they animate and express themselves. My instructor pointed out that the edges in the back of the skull, where the 'brain' connects to the skull, suggested I move the vertices out away from the corners…
First thing that comes to mind is that you have way too many loops in one direction and too few in other. Most obvious example is the horns. Yes, they are very rounded, but that doesn't show in the silhouette, and what does show is that they are very angular as they bend. Try to use your edges wisely, and only use a bit…
Hi everyone. We are looking for 2D artists to make characters (animated, and in modular pieces), level tile sets, backgrounds, and some UI pieces (text bubbles, some buttons etc). You would essentially be creating additional content to our product which will be available as in app purchases. We are a small start up located…
Hy everyone, I'm Horatiu, i'm 26 and i'm looking for feedbacks for my portfolio. I'm a junior 3D props artist, I graduate from an art school (Sae Institue of Geneva). This is the link of my protfolio : https://www.artstation.com/horatiu_coman I posted only the best work i can make. If there's something wrong with the work…
(Update) Hi! So I am trying to get this hair look. https://www.youtube.com/watch?v=8VcstS95hJI (Can skip to 3 mins) So I've looked into it further, you are right it's not a normal map. It looks like an Albedo and mixed map giving the hair the shading + an unrelated normal map. The top one is the albedo map and the bottom…