Non gameart related question this time, sorry for that. I am once aggain working on a grassy field. Last time I were placing mrProxie-instances of a grass patch with the help of the "Scatter Utility" and the "Advanced Painter" plugin, which gave me some problems.* The Scatter Utility requires the number of instances to be…
Hello, everyone. I decided to try out Blender 2.8 bevel shader for Low-poly normal baking. While the results seem to be quite impressive, I get some artifacts, mostly on flat surfaces, which are seemingly caused by High-poly topology. Here is how High-poly looks without bevel shader applied: Here is the Low-poly: Here is…
I'm a bit rusty when it comes to hard surface modeling, have been doing organic modeling/sculpting mostly for a while now, and I'm wondering what tools are considered the "gold standard" nowadays. I know it's subjective, but any input would be appreciated. I do most of my poly modeling in modo and have been looking at the…
hi all the talented people on the interweb, i am an animation student in the uk. before i took animation i took games computing and that's where i developed intense interest in characters. i've made a few characters and if you're interested please have a look, i like feedback especially criticism.…
Hey guys, It has been a while since I have done some serious hard surface models, so I figured I should do a few "hardcore" weapons models. No floaters, no nDo for details and what not (well maybe some minor details like scratches/dents and stuff). I started this model a month or so ago and haven't touched it since then.…
Like mentioned above, your portfolio isnt there yet, you only have a couple of very basic models and one untextured sculpt. In your case I would take some time to do a couple tutorials to level up your skill, right now your portfolio is showing that you can only model basic shapes like barrels or a basic knife. There are a…
I have a "best practices" question about a model I'm working on, and I can get a little obsessive about the optimal workflow. I have a hard surface mech model, in poly block out currently, but it will be sub-d. I've reached the point where I want to start adding support loops and beveling everything to prepare a high poly…
model Hi, thanks for your time. I've just completed the modeling of an asset for a first person game. I won't be subdividing and making maps for this, I want to use it as is. I am okay with sharp angles in some places that will seldom get camera space, and also this is a just a prototype for a game so no reason for me to…
We are looking for a talented hard surface 3D artist with an inclination for space to contract that can create realistic and cinematic spaceship assets for our indie game. The game is a single player, space exploration, and combat, rouge-like game, that takes inspiration from some aspects of Eve Online. High fidelity space…
Hey everyone! Thanks for checking out my post. My name is Arthur, and I’m a 3D Generalist with 4 years of industry experience, currently available for freelance and contract work. I operate as an individual sole proprietor, managing a fully licensed 3D business based in Brazil. This means I am fully equipped and…