Hey everyone, here is my latest design, using the same workflow as the one I'm teaching in my class at game art institute. Almost all SUBD in max. Rendered in Keyshot. It was a speed test and it took me around 7 days to model and design it all. I wanted to make something more simple and minimal than usual. I have way more…
Hi! I run a small indie studio working on our first game, and we’re looking to hire an experienced 3D environment artist for a paid consultation. We’re currently stuck on defining an environment art style + production pipeline that’s eye-catching, but feasible for a small team. Our target vibe is similar to Spark Ignites…
I had to edit mesh maps so I right clicked on mesh normal maps in library of substance painter and export it to click export resource.and substance painter give me 27mb png, I edit it from photoshop, and it's time to export.but here's the thing. if i ctrl+shift+alt+s to save it as png (using PNG-24 preset), it give me 5mb…
Hi, RN. 1.) There is some documentation, but it's loosely based and partially reverse engineered by other people; I had to manually edit bytes on my own to see what exactly the data does. The extra work doesn't matter in my opinion because it's been a good learning experience. I will look at the "half-float format". 2.)…
First off, check out this link: Face topology on polycount wiki Also check out the rest of the wiki, it's a truly valuable resource. It's a bit disappointing to see that no one had replied to your thread yet, as I think you'd be in a better place now if you had gotten critiques on the rest of the design process. You've…
I'm in need of a freelancer who can rig this character in Maya -- Then to be used in a Unity based game. Must include IK/FK, control rig, and basic facial controls. This may be difficult because of the loose clothing, which may cause some problems. If you're comfortable with this task, please message me your rates +…
I wanted to do something with a less faceted or mid - high poly look. And in research I found that the Kratos model in GOW3 (2010) has 64,000 polys as a whole, with 5,700 on the face alone. For GOW (2018) the total would be 80,000. I just want some opinions/feedback on the topology in regards to the loops and density…
"Which makes them very hard to look good for portfolio renders. I generally spend extra time to re-bevel and subdivide the low poly version to make it look better." This makes no sense ... Please show what you mean by providing examples. IMHO it sounds like you are unknowingly shooting yourself in the foot here, as no…
Hi, I am just an individual looking to get some environments and other assets modeled for personal use, with textures and color. The projects I have in mind would be pretty big so I'm open to any and all discussion of prices and time to delivery. I also recognize due to the scale and complexity of some of my requests that…
While I still see no real alternative. Just wonder if it's only my impression. For years I see only cosmetic improvements . Node bypass been best of them IMO yet took decades of users prays . Coming to Blender nodes feel so much like breath of fresh air . Any custom node saved in a library could be done local to the file…