Senior Hard Surface Artist (Remote): We are a team of expert developers with the goal of creating the next generation of systems that will power gaming and game development. We're seeking an experienced Senior Hard Surface Artist to create modular 3D assets that meet strict criteria in terms of fidelity and precision. You…
Hello, I would like to share a project inspired by Star Citizen and Subnautica I’ve been working on as part of my learning experience with Unreal Engine and improving my environment art workflow. There are still areas I’d like to improve, but I learned a lot from the process. The full project on my website…
A former assassin cursed by shadow powers fights to rebuild a normal life while battling supernatural threats, the clan hunting him, and the trauma of a lost love — until redemption forces him to confront the darkness inside his own soul.
Very nice. If you don't mind here are some comments: If this is a mine, maybe show some zig-zagging hewn in structures and walkways. How did they get up and down there? So far I don't see evidence of that. Some type of lowering/raising cart do-hickey, a primitive arm crane or something. Walkways going between the cliff…
I know what mission you are talking about, that was creepy and nasty. :lol: I hate being chased by those exploding thralls. Thank you both for the feedback! I decided to give the lighting a slight tweak. I hope this version reads better. :) In retrospect this was a challenging scene, trying to keep it dark and atmospheric…
OK, finally pulled the trigger and called this one done! Full project is on my ArtStation Thank you to everyone who offered advice and feedback throughout :)
That all sounds great, I can not wait to see it. :) I spoke to Belisarius Cawl the Adeptus Mechanicus Tech-priest today and he said! "By the Omnissiah’s sacred gears and the holy rites of the Machine Spirit, I consecrate this message to @jbeck3d. May your cogitators hum with flawless precision, your circuits burn with…
hi! I'm a student currently working on a piece of work to create an environment that is affected by rain with possible rain animations in the scene. I have been creating some assets in blender and texturing both in blender and substance painter. I tried to add some water droplets to this sign but am looking for some…
I can see the ambient occlusion of the xgen hair, but not the hair itself. Turning the preview button on and off doesn't fix it. I barely know how to use maya (I use Max), so I don't know what button I pressed to do this to undo it. It appears correctly in other panels.