Role Overview We are looking for a talented U.S.-based game artist to help create visual assets for an independent strategy game project. This is a fully remote contract role for an artist who is comfortable working in a fast-moving startup-style environment and can produce polished, game-ready assets. The project uses a…
I know it's been forever since I've posted a work in progress for a portfolio piece, but I've been a little tied down. I saw this character concept, and I was very impressed with this sci-fi version of Red Riding Hood. The back story blew me away even more, as it was a sci-fi take on the classic tale. Here is the concept…
Hi guys, I'm trying to model the junction of the hood and bumper/wing of the car, but I can't make it without the pinching. I've tried making the supporting edges loop all around but it just pinches all around, even if I smooth it out. So if any of you has any idea on how to achieve this, just let me know! Thanks! :poly121:
This is looking great so far. It'll be important to get the metal joints looking smooth, sub-d would be the best bet for this. Fortunately you have a ton of good reference (reverse-image searching on your ref board pointed to some ebay listings)
Hi everyone!! This week I’ve been working on a solid blockout of the backpack to get the hard-surface parts right and establish a good foundation for the more organic parts. That way, I can transfer them to ZBrush confident that the proportions are correct. There’s still work to be done in ZBrush, but here’s a sneak peek…
"What AI do you use to solve CG software puzzles ?" What I know and what might come after are derivatives of what has been learned and can be figured out. There aren't really any "puzzles" anymore. Short answer: I don't use AI to solve puzzles and give me answers/write my code/make my nodes. But AI is a really good…
LOL thanks a lot, I would travel back in time and give this image to me, it would've been very useful, amazing tool! The most struggling part of making this model was getting the proportions right because the references I've found were very poor, had poor lighting, bad perspectives and were very distorted. Once I'll stick…
I'm holding off on painting for now (the colour seen here is only rough vertex colour for concepting/sculpting purposes); at the moment every model is missing vital texture maps. I'll batch paint all the models once I've figured out the UV layout; there's a number of gameplay mechanics that could affect how I do the UVs,…
Verse looks fine as a language - i watched a talk on it a while back and it has some features I think are a really good idea for this application. If you're doubting epic's ability to invent a language for making unreal games you should probably just stop - they've been doing it forever. as far as UE6 goes... I don't think…