Hi! I am currently looking for freelance work. I have experience in game projects Artstation: https://www.artstation.com/artist/qpolygon E-mail: lasthunte@gmail.com
My name is Rhys Owen and have over a years experience working freelance. Currently looking for more part time or full time opportunities. Email - rowen84@outlook.com Portfolio - https://www.artstation.com/artist/avenger84 Sample of my work
As said above, good texturing with PBR materials, good lighting and 2dfx (like the smoke) and well optimised models. Here's a good quick example of high poly to low poly baked material use Source: https://www.reddit.com/r/blender/comments/1sgac0v/this_is_your_sign_to_learn_how_to_bake_normal_maps/ Or better yet here's a…
Was messing with the panel loops workflow but I've found using maya to be quicker in cleaning up some surfaces. Streaming all day today : 11/26/13 until 11pm PST. www.twitch.tv/deathbywit
If memory serves correct this will be the first thread I've started so please excuse any formatting or etiquette errors that I might make :) I modelled this in blender over the course of 2 days. I used the subdivision modifier with crease weighting. Highpoly: Reference:
Hi guys. I was wondering what is the best way to create something like this? I'ts very complex so sculpting by hand or drawing alpha it is not the best idea i presume ;) Is it possible to change the part of this picture into alhpa and recreating this shape in substance painter or something?
I have an issue with Substrate where anything over the fogged (rough) glass has artifacts around them. Like a glow and the area around doesn't have the rough glass. The more rough the glass surface is, the more the artifacts become larger. Went through a lot of settings and didn't have any luck. Anyone encounter this…