Hi there! I wanted to share with you what I've been working on lately. The model is by our friend Paweł Łyczkowski and the texturing is entirely made with Substance Designer. I used the last filters included in SD 4.2. And here is a short animation showing each filter used in the process.
I am an experienced animator with eight shipped titles, including Guitar Hero III: Legends of Rock, and Trigger Fist. Below are links to my resume and demo reel. My resume - http://www.jesseobrien.com/resume.pdf [vv]57693799[/vv] [vv]90963176[/vv]
Hi everyone, i couple of weeks ago i posted some animations that i was going to include in my reel, after fixing and finishing and polishing things, this is the final reel, https://vimeo.com/274491970, i wanted to hear what do you think about that
Here is my WIP so far on a Cerastus Lancer from the Warhammer 40,000 universe. Comments and critique welcomed. Lots of images included below (I am aware the normals, as the stand, need a little work). High Poly Renders: Low Polys
Hey guys, This is a character I started this week and I am pretty far on the base mesh now It is a concept done by Creaturebox. let me know what you think! more updates to come including some high poly wips and hopefully some textures real quick
Hello there! i'm currently making a mech for a unversity project and just in the process of baking my high poly on to the low poly, i will include the original reference compared so any opinions on how to improve my model/baking/rendering would be hugely appreciated :)
We are looking for quality environment artists to join our team in San Jose, Ca. Please message me HERE if your interested. Please include a link to your work and resume. Thanks! Jonathan Nascone Sr. Character Artist / Cryptic Studios
Her head is super big compared to the rest of her body, and her arms look very thin and frail. I think the Fable games mostly stick with standard to heroic proportions: 8-9 heads. It might be beneficial to block out the full character/costume in the concept phase if your machine is bogging you down while working in zbrush.…
Also think about where the camera is. Is this a ginormous bedroom? What's behind/under the camera? Why is the camera totally flat-on (makes it more austere)? It could help to include a foreground element or two, perhaps blurred with dof.
Hello, I am looking for a 3D artist to model, rig, and texture a funnel-web (atrax robustus) spider for use in an action, horror game made in Unity. If interested, email me at: josephsteffensen@gmail.com Please include a link to your portfolio as well as your rates