So i've been silent for a few weeks due to my trip to spain visiting my parents and finishing some other stuff for my study, but for the past two weeks i've been working on this project again and i'm ready to share some new stuff i've made. I've started with testing out some building blocks in Maya, but i'm still not…
Theres an easy way to find out, ill download the .blend file from Google drive.. EDIT: Everything IS in the .blend file... But, i think this is a non-issue. I have already apologized for bringing more than one issue to the table in this thread, ie. initally the barrel bake being bad, then focusing on the 'stray verts'…
Some tweaks to the furniture, tested some different compositions to reduce noise. Might bring this shape language over to the other side of the room as well. next step is to actually start producing some proper assets. Nothing should be finalized because it's more important to get some more refined shapes and placeholder…
Hi! I'm leading the development of a 2.5D single player RPG inspired by Ragnarök Online. You can find our YouTube page here: https://www.youtube.com/@MettaOffline We're looking for a 3D environmental artist to bring onto the team. Please dm me a short introduction and your portfolio. We can only afford to hire on a part…
I know we have a request and paid jobs section, but I'm going to go ahead and step over the rules around here for maximum exposure in hopes that the Polycount crew can get some help. I hope you lot don't mind ;) We've been, for a while now, looking privately for help on 'the new site' without resorting to going to…
Hey everyone! Infamous 2 and the DLC Festival of Blood have officially come and gone. It was a blast to work on both projects and it was an amazing experience to help out with concept art for the DLC. These are some of my key selections of work I did for the game: texturing in-game assets, textures & signage, and concept…
Good advice. Just to illustrate and briefly add to what's already been recommended: simple elastic and fabric components can generally be created with some basic subdivision modeling. Keeping things relatively simple and letting the subdivision smoothing do most of the work is what makes this process more efficient. Using…
One last update for the night. As of now, I've gone in and started to figure out how I want to flesh this out some more, because to just copy the source image isn't enough, need to find some ways to breath some life into it. Decided to add another section of seating up at the top, before it was just a blank space and…
Designer is not a quick way to do things actually and final substance may be so complex you could hardly able to tweak anything in the beginning of the node flow. It's often like a house of cards. You touch something and it no more looks real. Especially with the scale of things since you may need to size in sync every…