Hey guys, I finally got my portfolio done and I would really appreciate some feedback. I got another project or two that I'm planing to add in the future so its not just guns. Feel free to nitpick. Darko Miladinovikj - Hard surface 3D artist Oh and just incase, this is what its supposed to look like, aside from the…
Hello everyone, Our studio is currently looking for a talented freelance 3D artist interested in working with an unannounced retro-futuristic title. Some of the skills required for this job are: * Understanding the game feel and transferring that feel to your art * Experience creating good looking hard-surface models *…
Hello, my name is Min Chul Jun and I currently reside in Maryland, USA. I am a 3D hard surface artist who specializes in 3D modeling, UV unwrapping, and texturing in Blender and Substance Painter. I am currently interested in full-time and part-time work as well as freelance work. My hourly rate is around $20/hour, which…
That post from Perna is from 4 years ago, things have changed a lot during that time. Perna's criticism of the zbrush "hard surface" workflow in 2012 is on point. However that's a workflow that thankfully isn't used anymore. Do you need sculpting today for hard surfaces? probably not as your work horse where you spend most…
Hey guys, I just wanted to post that Bsurfaces 1.5 has been released and its pretty outstanding. (it will be released as GLP within 5-9 months but is currently $39) Its a modeling and retopo toolset that uses greasepaint and/or bezier curves to generate surfaces. Its the commercial upgrade of the current Bsurfaces 0.9 that…
My question stemmed from this video [ame=" https://www.youtube.com/watch?v=_MgxvduzA8s"]Epic Games and ZBrush at SIGGRAPH 2013 - Part Two - YouTube[/ame] Its from siggraph of this year during Epic games' presentation. The artist showcased his backpack work flow for gears of war judgement. Im really interested to learn his…
After pouring over the Quixel Megascans page, I want to learn the process behind capturing real-world surfaces. I'm familiar with capturing diffuse, and using polarizing filters to capture and derive Specular contribution, but that is just careful use of a DSLR. Creating Normal Maps from photos is kind of hit or miss from…
Hey there, i dont know whether this is the right forum for my question to ask ive been searching for hours now but its hard to find the solution to a problem you cant define. sooo: ive been working on a face model recently and my problem shows both in the viewport and in the rendered images. ive applied some textures but…
I'm learning how to make normal maps using maya and xnormal and everything seems fine, until it gets to the edge of a flat surface. I've been trying to find stuff about it online, but haven't been able to find any help. The problem is this. When it gets to the ends, the details seem to curve inwards. I understand that it…
Hey everbady! This is probably something I can search for (but don't usually get good results based on the wording), but I'm working on an environment piece that I've blocked out in Max and want to bring into Mudbox to sculpt on. Is there any good tutorials on the most effective way to do this or even on the typical…