Anyone know how to have the standard brush push/pull verts away/towards the screen instead of in/out from their normals? I think this was possible, but can't remember for sure...
Like the Thread is called. I'm currently a Environment/Level Artist at Schell Games, but am looking for some part time freelance work to keep me busy. Website is www.cdc3d.com
Game studio looking to hire artists for game ready weapon modelling, immediate start, paid remote work. Project is 2.5 years in the works, approaching MVP. Preference for artists with established portfolios of US, NATO and Soviet Bloc weapon models. Please reply to:-------------------------
I'm not pro (yet!) but your stuff looks clean, you should maybe just try to be more ambitious, try the weekly hard surface challenge here at polycount ! Cheers!
Hello i am maxi vazquez and i am a freelance 3d artist curentlly looking for work, i prefeer working on a a per model basis. Feel free to check out my portfolio at: http://maxi.codepard.com/ for more information about contacting and some screenshots of my work.
Hi there, I am available for freelance work at affordable rates. I have linked examples of my work below. Feel free to contact me at stephen_clark16@hotmail.com. Reel: https://vimeo.com/185415592 Portfolio: https://www.artstation.com/artist/steveclarkart Thanks for your time. Regards, Stephen.
Hey cool hard surface man! If I could give a little feedback it'd be some of the edges being too sharp. If you get some stronger bevels on there it will catch the light a lot better and look a little more interesting. Really dig the labels and details near the handle and main body :3
Hi, long time lurker here. Been modelling for years, but only just got into low poly modelling for games I usually like to look for solutions in the forum before posting, but I haven't found a solution yet. I'm having shading issues as shown in the images - I'm only allowed to use one smoothing group and weighted normals.…