Hi there, I'm a 3D artist with 3 years experience at Animation Studio. I have experience creating 3D art based on created concepts, experience collaborating with developers to create a project for Steam (demo version of a puzzle game with stealth and action elements), freelance and my own works. I have experience working…
For a turret prop for games 6 or 7 UDIMs sounds like way too many. This depends on the resolution of each UDIM of course, but as @Joopson mentions throwing more resolution/UDIMs at it is probably not a reasonable way to solve it. In production, you will have a resolution limit that you will need to stay at/under, so making…
I'm open to doing any work as a 3d character artist from games/collectibles/props/cosplay. leonzetsu@gmail.com https://www.artstation.com/leandrozetula https://www.instagram.com/leonzetsu/
Yeah it sure has , but still doesn't have ambient occlusion texture support in EVE which is way more important IMO for a typical game. Before they had specular scalar at least . As of velvet I do a hack with normal map usually and a bit of subtle metallic traces for regular metallic /roughness style shaders . Our game has…
funny i was just having some issues with game exporter and found this thread on first page from google search, so i'll update with solution to a similar problem but different reason: using export selection with the skeleton reference group selected works properly, but using the game exporter with same selection does not.…
Japan breaks ground on world’s first museum for video game art Construction on a state-of-the-art facility that includes the world’s first museum dedicated to video game art has officially begun in Japan’s Yokohama city. Article -…
Hey everyone, I'm currently working on a 3D modeling project for a game and I'm wondering about the best workflow for attaching windows to a building. Should I merge the vertices of the window with the building (which would consequently add edges to the base of the building, making it a single composite part), or would it…