I’m a skilled 3D artist specializing in game-ready models, textures, environments, and asset optimization. I work with both stylized and realistic styles and focus on clean topology, performance optimization, and high-quality detailing.🔹 Custom 3D Models 🔹 Texturing & Retexturing 🔹 Environment Assets 🔹 Game-Ready…
There is a guy named Michael Pavlovich who puts out good tutorials on youtube. I'm sure there are other artist like him, he's just the one I know. But this dude is fast. Like he's on speed or something. Very smart dude -- ton's of energy. Watched one of his GDC talks and he just gets going faster and faster. Haha. Anyway,…
This is looong overdo, but I would just want to say thank you to polycount and all the people that helped me on this forum in the past. I dont visit the site as often as I did when I was working at home with my portfolio, but I will always appreciate the comments and critique that made me a better artist today. I now work…
I remember reading the sub-d thread a while back, and racer445 said something about doubling edge loops and how it makes sub-d models looks more professional, well, it's not just that, it's also practical. People asked and he didn't really show why you should, so I thought I'd share my findings. I don't know if this is…
Every 3d package texture baker could bake from one UV to another or from one mesh to another. Could be done both ways actually. I don't use 3d max for a decade already but as far as I remember it could be perfectly done in render-to-texture dialog. Or any texture baker that support a texture on "hires" mesh. Substance…
Maya is not without its heaping helping of bugs. Your experience will also depend largely on which version of Maya you are using. I find 2013 to be the most stable, least buggy version so far, although I haven't really given the newer versions much of a chance since the service packs have been added (though I am growing…
umm... the reason to have normal maps IS to rely on them for surface details, the reason there isn't alot of "detail" or I'm guessing you mean shading (most diffuse maps I've seen for games like doom 3 ARE detailed they just have no shading in them) THE REASON they don't have shading is because all of that comes from the…
The current workflow for working with brushes means that you can't stamp down details unless you create custom brushes at each angle you would want them or this method where you stamp down detail into the displacement map, yet then erase. Stamping on edges of cliff (height map) VIDEO <-CHECK OUT THIS VIDEO! (Having…
Ive been chipping away on this chonky Zelda character! Currently finishing up the blockout stage and I'll use this thread to keep posting little updates as I go. Hope you like it and feedback is always welcome! Concept by Baj Singh.
Hi everyone! My name is Sasha. I am a writer and composer, and I’m looking to connect with visual artists who are passionate about storytelling to start a collaborative "passion project." About me:I specialize in world-building, scriptwriting, and music composition. I’m not just looking for "someone to draw my idea". I'm…