Hello! I'm Nick Dimchev, a character/creature designer and digital sculptor currently looking for remote contract or freelance opportunities. My experience includes designing and sculpting toys, action figures, collectibles, miniatures and terrain for 3d printing and mass production. Currently focused on the board gaming…
I can't speak to traditional, but for digital sculpting what helped me improve is documentation and consistency; it's difficult to gauge if you've improved, and by how much, if you don't have before/after images. Improving is a physical transformation, much like working out. You're remapping how your brain thinks and…
Hi everyone! This is my first time posting on Polycount, and I would like to present this character study based on a fantastic concept by HuaidonG Liu (ArtStation - HuaidonG Liu) . My primary goal with this project was to translate a 2D concept to a 3D game-ready mesh while following a hand-painted, unlit workflow. I am…
Hi,We’re developing a new animated series and are currently looking for talented 2D and 3D animators who want to be more than just contractors — we’re building this as a partnership.The project offers revenue share or royalty participation per episode, giving animators long-term upside as the series grows.If you’re…
I'm a 3D
character artist with 10 years in game development. I've worked at multiple
studios and recently switched to freelance works. My specialty is
photorealistic human and monster characters for game that require immersive aesthetic with
details that’s hyperaccurate to real life. I also have
experience in game…
This project has helped me improve my texturing process. I haven’t had all the time in the world or at least not as much as I would have liked, but I hope you like it. https://www.artstation.com/artwork/AZ1KBz
An interlude to the interlude: I got Unreal Engine up and running in the new computer and found... not the latest version of the character project, but almost it. The initial imports are mostly to try and sync the colors I get in Blender with how they look in Unreal. UE is way too aggressive with the contrast and what's a…
"[...] Which seems like it's bound to have inter-penetrations when it's simulated" One side might penetrate the other with such thick cloth, but these small interpenetration are a non-issue if the material isn't rendered as 2-sided (outside of perhaps some faint shadow artefacts). You could probably test this out by…