Basicly it's my portfolio project about 10 different tilling textures. Sometimes I have problems with different subjects or maybe i have solution for achiving specific results in textures ... and in this wip I can share something helpful or someone can help me with something Let's start with the first one - "Rough…
Contract 3D Artist & Animator (Low Poly, Web Games) Type: Contract (remote, flexible hours) Company: Mid Games Inc. Mid Games is an independent studio building fun, accessible multiplayer web games played by millions of players worldwide. We’re looking for a contract 3D Artist & Animator with strong low-poly expertise to…
Not yet although allot of videos and a weekly update of how things are going are released and it's said to be close to beta quite soon, so we will end up see'ing MW:LL allot sooner. Also MW:LL is mixed arms, you can play tanks/battlesuits/aerospace fighters as well as quite a mixed bag of mechs (2-3 from each class from…
Contract 3D Artist & Animator (Low Poly, Web Games) Type: Contract (remote, flexible hours) Company: Mid Games Inc. Mid Games is an independent studio building fun, accessible multiplayer web games played by millions of players worldwide. We’re looking for a contract 3D Artist & Animator with strong low-poly expertise to…
List of changes: - I have made two tilling textures; one for the ruined brick wall and one for the rocky parts of the ground mesh Screenshots: Description of the progress: For both textures I have used Zbrush, Max, Xnormal and Photoshop. Brick wall: Here's the run down of the process for this mesh. 1. Sculpt three bricks…
Contract 3D Artist & Animator (Low Poly, Web Games) Type: Contract (remote, flexible hours) Company: Mid Games Inc. Mid Games is an independent studio building fun, accessible multiplayer web games played by millions of players worldwide. We’re looking for a contract 3D Artist & Animator with strong low-poly expertise to…
Information, equipment backlash, and securing the position Back when I was in school information wasn't as abundant as it is today and asking folks about was neigh impossible. There were many faux sites offering information that wasn't valid or was outright harmful to one's progress. Due to that I was always on the lookout…
Zelenkov: Thanks, man! Razgriz: Thank you for the suggestions. You're probably right; I will need to pop out some of the normals a bit more. YEah, my lighting is a bit shitty right now. It doesn't look quite as bad when the front tree is baked properly, but it still needs a lot of work. Garagebay9: Thank you! As for my…
It's a big head to begin, and something like that can be key to capturing the same feeling as the sketch (the head is what immediately jumps out to me, as there is little else to really go by from just an outline of the side). Usually for stylized characters I prefer to work with simple primitives in order to quickly block…