I know this is a topic covered fairly extensively in the wiki. I've read through most of them already. Yet despite this, I cannot for the life of me make my cross plane foliage look good. It's the one thing that's held me up the most as an occasional 3D modeler. I'll make my trees, see they look like absolute crap, then…
https://www.youtube.com/watch?v=TUOT19Xc9xY&list=PLtaNB4g9Hor8AizVUXNA2K76m5tm-DLKv&index=3 I have made a virtual reality MGS game (with optional non-VR mode) that recreates the boss fight against REX from MGS1 using assets from MGS4. The game is practically complete. All that's left is bug squashing and adding some…
Hi :) I hope I find a right forums to write these kind of things.. I'm recent graduate looking for a job, doing a job search for some studio looking for junior level artist. Question here. While I read some threads, I find out that many game company gives artist an art test. Sounds like give one a concept art and expect…
Hey guys, I'm an indie dev ( www.undeddev.com ) looking for some help on a VR game I'm working on. It's an on rails sci-fi shooter, kind of like Star Fox but in virtual reality. I've gotten the game to the point of a playable prototype and am looking for someone to join my team to help create art assets. Qualifications: *…
The model is question is from game called Fallout 4. A creature model. It was ported from Fallout 4 and edited into another program called Source Filmmaker. What I liked to do is port it back to Fallout 4. The edited model ported to Source Filmmaker shares a rig similar in structure to Fallout 4's skeleton, but has a few…
I would go for 6 sides for both arms and legs. For the most part there are not many game characters with more than 8 sides. For learning purposes you should try to achieve the maximum effect with the minimum number of polys. What you have so far is not bad, but, you need to look at the edge loops around the shoulders. Take…
When I was making the model, I guess that I stuck with the a low poly look for some reason. I have no clue why I did. Normally when I model, I go for a more high poly look. For this, I didn't think of what look (low or high poly) I was going for, which is not what you're supposed to do. You basically gave me the same…
Introduction We are a small team based in Germany that has been working together for several years. Currently, our project is the development of a top-down stealth game in a medieval-fantasy setting, to be published for PC on Steam. For this, we would like to welcome a level designer. A small demo level is available with…
Hi all, We at Tiny Talisman Games are expanding and looking for some new character artists/Riggers We are a freelance outsourcing company, and currently all work remotely. Requirements: 3D Character Artist: Must be proficient in Zbrush, 3Ds Max/Maya and photoshop (or substance) Real Time rendering is a must Must be able to…
Follow this link for more details! Currently looking for Environment Concept/3D artists, Character Artists, and Programmers: http://www.gamedev.net/classifieds/item/906-game-trust-building-team-for-3d-action-rpg/