So I'm modeling a flower to animate in an environment I am going to be creating for my portfolio. Please criticize as much as possible. Also a few questions: ~ Tris in UDK? Does everything have to be a tri? ~ Exporting static meshes and textures from Maya 2011? How do I do it other than using .fbx or .obj? Thanks, Ethan.
Grad student from Sweden looking for internship mainly as environmental artist. I'm willing to relocate and my internship period is self paid. Portfolio valdemar.nyhlen@hotmail.com
As a Zbrush exercise I made this, based on the work of Joey Kutzer.High Poly in Zbrush, 3dcoat for retopology, Quixel and PS for Texturing. Marmoset for rendering. Learnt quite a bit about what to do and what not to do, if I was to do it again :) C&C welcome.
Hi there, We need an prop modeler/texture artist. Your role will be to create additional props that will be used in-game. As for the style and additional info check out the link below. As for all other info is concerned please send me an email so we can talk. The position is curently not paid but might be in the very near…
Hi all, I'm playing around with the mid poly workflow in maya and had a question regarding the workflow from modeling to texturing to engine as I have yet to find a proper answer on this from the different tutorials I've watched. This is my software setup. In case software version matters. Alot of research I've seen is…
Hey all just positing some images of work from my time on Sniper Elite 4, they can been seen over on Artstation to @ - https://www.artstation.com/artist/optinium Game was a blast to work on and was very much a good team effort :)
Hey :) I decided to do this World of warcraft Stormheim lamp post done in the Heroes of the storm style. It was quite fun to do! Textured with Substance Painter 2. You can see wireframe and sculpt here : https://www.artstation.com/artwork/lV1w9z
portfolio me@jesse.art I specialize in game characters and props. Take a look at my portfolio and see if I may be able to contribute to your project. Here are a few pieces from Artstation: Real Time Characters High Poly Busts Simple Props