Edit: Thank you very much to all of you that took the time to send me a message, I have read through them all! Some lovely portfolios! We have now found a candidate to move forward with so I will close this for now. Hi there! I'm currently on the lookout for talent to close out work on our tilesets. Your Job would be to…
Thanks for the responses everyone! Thanks Eric! :) That's a great point and it’s something I am learning now. On a positive note, I am having a lot more fun now that I get to work on my own things, even though I am making negative money doing it lol… Zetheros, I still don’t know how bad it is. I just interviewed for a few…
Hello, So I have a rifle model with some of my problem areas circled (many problem areas this is just the ones I'm on right now): The issue I'm trying to fix is the hard edges better visible here: Subdividing the model gets rid of these hard edges which is expected, but is there a way to soften them on the low-poly or did…
Hi guys, just looking for a bit of advice in regards to the low poly workflow for a character I'm working on. I'm having some trouble working out how to approach it due to the long coat and how it would theoretically move on a biped rig or under cloth simulation. Should I low poly the character without the coat first, then…
I need a texture artist/3D artist to texture (just diffuse) my Zelda character model in the style of League of Legends (latest models) and/or World of Warcraft style. I have the normals and model ready for texture work. PM me how much it would cost for the job and how fast you can provide. Thank you REFERENCES (My vision)
This model will be used for real-time rendering so I'm trying to optimize it more. This is the low-poly, but the high-poly is just a linked object with a subd modifier (Blender). It is full of edgeloops that are just there to make the low-poly and high-poly shade better. (Marked in green are a few of them). Do I actually…
Welcome to Polycount! A good way to learn how to model complex shapes is to give it a try, and post your attempt, like Fabi_G suggested. Then people are more likely to suggest ideas how to improve what you have. For example see How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before…
I uploaded this breakdown as a PDF to my gumroad for anyone who wants to have this as a document available for offline use or just convenience (it's available for free). There is also an info sheet included that explains how CAD modeling intergrates into the game art pipeline. :)