Hello! You need someone who can help you convert your ideas OC or reference image into a stunning unique high quality custom 3d avatar for vrchat creating from scratch which entails modeling from vrchat avatar modeling from scratch, rigging, high quality texture toggling adding simple animation etc. then this the right gig…
Since my last update, I have been working on the couch, table, and chair for this scene. At this stage the table is more done than the couch or chair. I might go back in add some dings and scratches to the couch but I haven't made up my mind yet. I might leave the chair as is without adding intricate detail since most…
Project: Prospera - a Renaissance-era island logistics city builder (think non combat Anno in pre-industrial Mediterranean) Developer: Velarion Games (solo indie) Engine: Unity URP Type: Freelance / Contract Timeline: ~4–6 weeks after a paid test task (flexible, quality first) Budget: $3,000–$6,000 USD for the full scene,…
just checking in to show some older stuff since none of these assets ever got it into any engine. so unfortunately only sketch book stuff.. i'm planning to grab all 3d and texture assets i ever done and put it into a package for UDK. many things are done again and again over the years. if i only had one master package in…
it's not pretty or elegant but it works :) start with the theory, basically find the intersection of the ray from the center of the eye ball to the target helper on the plane where the pupil resides. so the rig helper "ball" (the virtual center of the eye) it's parent is the main head mesh, has a lookat constraint (lookat…
Gun details Another difficult week. I worked on some details of relief of the weapon and the low poly is already done. I am also finalizing another weapon, which I will post soon.
I've worked on a plant to scatter over the tree. I used some quixel assets as reference in substance painter, which really helped quickly hone down a level of detail that worked. And then modeled the plant in 3ds max (render from Marmoset). For scattering the foliage on the tree I used Houdini. I probably should have done…
Ok, time to update once more. I've tried your techniques (@cryrid), the "Project All" one first because it sounded more solid, from a topological point of view. .: I have imported the low-poly skull as a new subtool :. Manually aligned it to the sculpted one (apparently, it doesnt work unless the two models are…
Hey guys it's a pretty simple question but I guess I'm wondering how to finalize smoothed objects in XSI so that the increased, "smoothing level" will export. Currently I'm trying to get the hang of high poly, detail sculpting but this is sorta holding me up in the export from XSI to Sculptris. NOTE: I'm working in…