Hi I'm currently working on a low poly game and a lot of the models are hard surface, even the organics are very blocky. Unwrapping the models is becoming a bit of a chore and I'm just looking to improve my efficiency. I don't use pelt mapping because my models are very blocky so I've been finding it a lot easier to just…
Welcome everyone to the 102nd Bi-Monthly Environment Art Challenge for the months of May and June! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful feedback along the…
Hello, Where do you see much more job / career opportunities ? (of course, if somebody suck at both then nothing of it) is it in making 3d characters or in making 3d props ,cars, mecha, assets ? I know that making a 3d character consists also of making 3d props but that doesn't count in this case because its the part of…
Hey there, My name is Tejinder Singh, and I am a 3d artist, proficient in hard surface modeling with realistic renders. Skills that are suitable for any product or game asset related projects. I have a work history of 1 year as a freelance artist. Along with having sharp skills in 3d, I also have a deep understanding of…
Right now your values are all over the place. The immense shapes' variety, both in size & in detail make it hard to find a focal point. You gotta focus on the purpose of each design, whether informative or interactive. For example, the cards should convey parameters and promote the cool art, so make everything else…
@dimwalker , @DustyShinigami : "Hard UV shells - do you mean assigning different smoothing groups (in max terms) for each shell? Vertices are already separated there GPU-wise so what's the harm in separating smoothing groups too?" Of course I won't blame you for asking a question, but this kind of "what's the harm" stance…
Title says it all. I'm looking for a hard surface modeller for my Scifi F/TPS war game. I have the concepts, gameplay, and some of the mechanics ready, I just need someone to make the assets. Unfortunately, I'm still in HS and can't get a job for now, which negates the possibility of a paid job. But please reply if you are…
Hey polycount! My name is Demeter Dzadik, I'm an 18 years old fresh graduate looking for a career kickstart. As such, money is not my main concern right now, but don't take that the wrong way. I mostly focus on Hard surface modelling and (realistic) texturing. I can also do a lot more things, such as rigging, animation and…
Here is my portfolio: https://www.artstation.com/artist/anocturne Extended iformation about me is below. I've studied 3D Max at Bauman University (Russia) in 2011, but now I prefer Silo and Blender. I'm also familiar with ZBrush. I have fair amount of experience in 3D high poly visualisation, 3D low poly visualisation for…
Hello Polycounters! I am currently creating "game ready Hard Surface asset" for my portfolio. My goal for this project is to create an asset, meet standards, and put it into Unreal Engine 4 scene. I have the model with all the maps, baked in Substance Painter from High Poly version. I am now in a place where I need to…