Hello, my name is Jack Williams. I'm an English speaking 3D game artist, specialising in environments and prop creation. I'm currently seeking remote or in house work, freelance or full time. Portfolio: https://www.artstation.com/jackwilliams Contact: Jack.williams93.jw@gmail.com Skills - Hard Surface Modeling - Modular…
Hey! I will be posting WIP of my Level 5 Interior Hero Assets brief here. :) Here is my progress now: PureRef: My idea is to create a underground cave scene with anicent stautes. I will be making rocks textures in Substance Designer and scuplt in Zbrush. Blockout: I did quick block out in Maya to test out the compositin of…
TL;DR My website with portfolio (check YouTube channel for more) http://sergeizemtsev.tumblr.com/ If you want:* Atmospheric and eerie soundtracks in the spirit of Yume Nikki * Paranoid post-punk and insecurity like Berserk and Paprika soundtracks * If you conceived Persona and Danganronpa in the darkest colors * You need…
Oh, actually by carbon fiber I meant stuff like this: http://en.wikipedia.org/wiki/Carbon_fiber-reinforced_polymer not just the carbon fiber woven fabrics. So usually there's a layer of clear fiber glass of top of the fabric, which at the right lighting could have it's own specular and reflection, so its usually very…
Hi everyone. First post :) I am wanted my first post to be some amazing artwork but never mind, I have had to post in my time of need. I am currently studying game art at Teesside university and there is a model I need finished rather soon but I am having trouble. I am creating a flying mustang for a sci-fi game in UDK and…
So, I was browsing polycount today when I came across the below image (weapon on the right). Immediately, I knew I wanted to turn it into a Quixel smart material. Problem is, I am not sure how I would go about making such a texture. Normally at that point, I would go and google 'insert texture description here' texture and…
Hello all, I'm currently creating a car paint material in UDK, in my current setup im using a Fresnel multiplied by a constant to create some dark rim lighting, the only problem is that I don't have much control over the Fresnel falloff, once I've increased the value past '1' I start to get a hard edge (Image below).…
As the title says, what's the general method for managing materials and textures so you have total consistency? Let's say I'm making a modular road and sidewalk system. How do you keep everything in order? Just gathering opinions and options from experience. Thanks in advance!
Apologies as I have yet to review the code of conduct but I am not making a new thread regarding the stuff that was discussed here. Pencils: Dont 6B makes your paper muddy? I experienced this with 4B 2B HB and maybe 2H (not soo much muddy with 2H.) Like if it needs to be rendered traditionally thats fine, you can start…
Hi, Forgive me if this is a noob question, but I AM a noob to Max materials, and wasn't able to google this. Also I hope this is the right site to ask at. (It's ultimately for a game, but it's a technique more for concept/pitch art...) I am rendering elements of a scene that I intend to bring into Photoshop. I would then…