Practiced creating a game asset for the first time with the Poltergust 5000 from Luigi's Mansion: Dark Moon ! I was proud of how my original model of it came out, and I do like the end result, but I still have to practice making UVs and baking a lot more. I would like to take another shot at this in the future !
Hi I am in needed of a freelance who can create a realistic 3d character model with textures.I don't need any rigging.I only need someone who has atleast 2-4 years of experience and create realistic 3d character models as well as textures. Here are the details for the budgets:- 1.maximum budget is $500-$700 for 1 character…
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I am looking for a freelance 3D Character Artist that can be available for regular work. You will be working on a variety of projects that involve 3D modeling and 3D character creation for 3D Printing, NFTs, videogames, and more. You have to be comfortable working on both realistic and stylized aesthetics. The payment will…
Just to clarify I do not want to bake vertex colors to a texture. I want to bake passes like AO and Curvature to the Vertex Color. So the Red of the Vertex Colors could be AO and the Green of the Vertex Colors Curvature and B and A for something else. I found a Blender plugin but it still needs a UV for the baking process…
Greetings, I'm Erasmo from the Dream of Darkness team. We're a small game dev studio based in Mexico City and we're working on a Lovecraftian horror game centered on the fall of the Aztec Empire. We're currently developing small but playable prototypes to validate our key gameplay features. Our current version is very…
Colonize Mars is building a simulation of a mars colony that will be a collectible trading card set as well as a lightweight interactive colony map on our website.
Here is the project. We are looking to add an additional 3d artist to the team to help us transform new trading card artwork into low poly, webGL-ready 3d…
I'm working on this character asset, ~50k tris or so. Weapon and grenade model were worked on by another artist, whom I'm working with on a project. It's still a work in progress. Could I ask you for some feedback on the character?
Isn't it important for proper PBR to have physically accurate sun intensity ? So why in game templates I see like 2,5 lux, some you tube tutorials suggest 15 lux , in Archiviz template I see 5000 lux while as far as I know it's 120000 lux for direct sun in reality ? What should I use for a typical modern HDR style outdoor…