Id just like to start by saying thank you all so much for your feedback, as ive read the comments i have learned quite alot and because of your comments have changed the animations, they have been updated to fit in more with the feedback as it was totally right, there is still more that needs to be done for example with…
Hey guys, Started working on a new piece for my portfolio. The concept is a warhammer style flakk cannon in a small jungle clearing. I've been working on the high poly of the cannon and this is what I've got so far. I'm still working on the main elements, primarily I haven't done the back of the barrels or the center where…
Waited a while to get this out there on Polycount, but hoping to get some feedback here. This is a project I've been wanting to do for a while. Project Name: Fire Snout Purpose: -Create weapon design from an original idea -Design with FPS perspective in-mind -Take through entire game weapon pipeline…
Hey everyone, I’m starting a WIP thread for a hero environment prop I’m building for my MA Game Art “Developing Skills” unit and my portfolio. 🔧 Project goal I’m basing this on the “Blast Furnace and Blacksmithing Equipment” concept from Dragon Age: The Veilguard (Creative Uncut link):…
An absolute monster of an off-road rally high performance twincharged all wheel drive masterpiece fabricated by one of Italy's iconic marques, leaving an indelible impression on those who had witnessed it's racing prowess whilst piloted by equally incredible drivers, way back in the day. Was really supposed to be just a…
I've uploaded a new update: 2.0.94: * Added location and hide option for search bar. * Improved update functionality: - Updates can be skipped. - It's possible to get beta versions if they are available by unchecking the 'skip trial versions' in the options dialog. - For future updates, the changelog will be displayed in…
I hate Substance Painter . Need to paint seamlessly across multiple unique and tillable materials having different from factor . Like a tilable asphalt 2kx2k , a few narrow stripes 64x2k painted lines, and roadside edges both V tilable following the base mesh flow and a local unique cut in a complex crossroad . Plus a…