The nasty on the chest looks like a case of pixel density/fidelity. If you increased your texture size, or the size of that UV island, that problem would diminish. The nasty on the bicep pad are coming from a gap in the geometry. Normal Maps don't effect the silhouette of a model and can't raise above the surface. They…
Mercurial Dance are seeking a freelance 3D Character Technical Artist to support the development of VR game characters for EmbodyXR® Your Role You will create 5 x 3D VR ready human characters from our concept designs. The role focuses on the creation, rigging, optimisation, and technical preparation of stylised digital…
Hello, I will be using this thread to post models that I would like to get feedback on. I will be posting a new one each week for the next 5 or 6 weeks. The models will range for objects to characters to environments. All feedback is welcome! My first model is a Microscope. I have included a Blinn pass, Occlusion pass, and…
@yashar98 looking great, keep it up! I know the struggle of loosing steam over the course of a project all too well. Personally these measures help me to counter that: - Breaking down the design into repeating elements beforehand. Sure, this might make it look less unique than the concept, but reusing meshes and textures…
Hey everyone! My name is Szymon and I’m a 3D Vehicle Artist from Poland. I’ve been focused mainly on automotive modeling, surfacing and rendering in Blender for the last few years. I also had the opportunity to work on vehicles for the game Japanese Drift Master. This is my first post on Polycount, so I wanted to share my…
I have an incomplete workflow for creating lowpoly models from highpoly models. here goes. 1. use zbrush to sculpt a high poly model 2.use the decimation master to make it into low poly in zbrush but then i get stuck with ugly topology that i doubt would be easy to rig and weight paint in blender to be used as game models…
Hey everyone! Ive got a semester left at university and wondering what people think I should work on concerning environment and prop art. I can basically choose any project I wish so I want something really impactful for my portfolio. I have a background in WebDev/ VR / AR that perhaps I could incorporate. Heres my current…
GAME485SB Introduction This is my final project in my last class before I graduate with my BA. With my final project I want focus on particle effects as that is my area of interest. I will use Unreal Engines Matinee tool to record the cinematic and upload to poly count through YouTube. The cinematic will be approx. 2…
Here is my blockout in Maya. I’m going to take it into ZBrush and refine it further. My plan is to only do retopology on the more prominent pieces, such as the side decorations and the middle section, and bake the rest to keep the polycount as low as possible, because right now it’s far too high, as you guys can see. I…
Hi all, I'm following this forum from a while and after some "little" game experiences with a local company, I took the decision to be a professional and mature game artist. So I've planned to create a portfolio and I've defined two projects inspired by games Dead Space and Unrealt Tournament 3: they are designing a level…