Hello, My name is Jesse i'm a designer based in Rhode Island, I'm currently trying to get together with some other artists to work on some cosmetic items for the dota 2 workshop. Its something I would like to do casually strictly for fun in our free time. I play dota 2 as often as my schedule allows theses days (use to…
Threewave Software Inc., located in beautiful Yaletown is the premier video game development studio focused on providing top-notch multiplayer content to the demanding First-Person Shooter (FPS) genre. Threewave has worked on most of the best-selling franchises and brands in the FPS genre including Ids Quake, Epics…
I graduated from UCF in Digital Media-Game Design in December of 2018. I've been looking for work for a while now. I'm primarily a 2D/3D Environment/Prop Artist. Here is a link to my portfolio: https://jeremy_dandeneau.artstation.com/ My old portfolio was with Wix: https://jeremyjdandeneau.wixsite.com/jd-environmentartist…
Hello there, the title says it all. I've tried this with 3pointshader and it works but in unity it doesn't. if I have a cube with 6 polygons, and bake normal map of a cube with rounded edges on it (even with separate smoothing groups and seperate uv islands) I still can't get looks of a rounded edge cube in unity. is it…
I don't think there is much to crit about the painted parts themselves ; however you do have inconsistencies in your choice of lens and the relative placement of elements in space - which in turn creates a photocollage look. One simple way to track this kind of things it to keep in mind an easy rule : if the…
I would use splines for the hanging ropes. In terms of where the rope attaches to the rings, you could create a separate subtool like a smoothed cube, then subdivide and use something like Dam Standard to sculpt cuts to make it look like the rope is wrapping around the ring. Orrr....you could make one rope 'loop' and fit…
This looks really great! :D Awesome details, I instantly thought "Rapture! Bioshock!" B) Bioshock 1 has this very unique and iconic art theme, I have always liked it. How did you texture it? In substance painter?
I have a good render setup for Maya, but not for max. What's your polycount? I find that when rendering complicated objects like this, there is no need for everything to be high poly. Like if you have bolts and stuff, you can turn off or put turbosmooth on the lowest level. Most of the times, your control loops will make…
Arctura000 hit on something that wasn't immediately obvious to me until I looked again. The crossbow has no notches where the string loops attach at the ends so if you drew it back the loops would most likely slip off the ends. The other thing is that in all your displays the objects have a wireframe over them, while this…