Hello, I'm new to Polycount so I hope I'm doing this feedback thing right :) Recently I applied for a 3D Artist job and I had to do this assigment: creating a mid poly ( under 20k tris) 3D model of Peterbilt Cabover truck with Diffuse, Roughness and Metallic maps for a mobile game. I ultimately didn't get the offer, so I'd…
That's a robot what I've made for Crusator game. Here you can see transformations https://www.youtube.com/watch?v=NWZqBuF2HgQ I'm not sure may I add link to Steam page here. But if you want you may find it there. If you don't mind I'll be publish here my devlog. Modeling and animation were made in Blender, texturing in…
Hi everyone, We’re Lucid Realm Studio, an indie 3D game art production team, currently looking for freelance 3D artists experienced in creating realistic high-poly animals for an Action Adventure game with near-AAA visual quality. We have attached reference images to showcase the target quality level. Animals in Scope *…
Thanks Tea! I finally finished up this little pillar break down. Now let me pre-phrase this breakdown and say that this might not have been the best way of creating this asset. I learned some valuable lessons on this one. If I were to do this asset again I would make some adjustments. Figure 1-C was the biggest problem. Im…
Option A - Model low poly mesh - UV it - Paint textures onto it, adjusting geometry/UVs as necessary Option B - Model/sculpt high poly mesh - Retopo - UV - Bake some textures (I'd bake a normal/ao/concavity/convexity plus whatever else you want and some matcaps) to the low poly - Paint over baked textures using them as a…
Yes. Lets flip that around, you want to leave all the people who use Max or Maya hanging? These are real user bases we're talking here, that make up the vast majority of the games industry. Xnormal has a custom tangent loader, it can easily load a max/maya centric Marmoset Toolbag tangent space. Lets just look at it from a…