Hi there, Keeping it pretty short. We are building a multiplayer game where players can customize their character hair styles - we need an artist (or several artists) to create some hair variants. We need textured lowpoly assets which conform to a provided head mesh. The engine we are using is unreal engine 4, so hair…
These are screenshots and video showcase some of the assets that I contributed to Dragon Age: Inquisition. Credits on the bottom. Julio Juarez 3DBrushwork.com VIDEO Hearth Dog DreadWolf Totem Fade Shard Cementary Orlesian Wheel CREDITS Orlesian Wheel: Modeling and texturing of this asset. Hearth Dog: Modeling and texturing…
Hey Polycount I've been encouraged to post my work for my current project on this awesome forum (I've been a long time observer, never posted). This project is a test to showcase the best I can do at this point, the good and the bad. The end goal is to have a hi-poly sculpt and a game ready model correctly set up in UDK.…
I don't know how many times this has been asked here at polycount, so sorry if this is the 5th thread Anyways I've got mine on preorder and I'm pretty pumped about it. Can't wait to open up Oblivion and PGR3. Still undecided about other titles I will pickup, lots of great titles coming at launch. The Xbox 05 showcasing…
Thought id post some environments that I created the artwork for. Been working on the project since May and at the moment we are about 90% towards our beta that we are showing at the IGDA Independent Game Showcase in Raleigh on the 28th, so its crunch time. hehe. All the artworks was created in Maya, textured in photoshop…
I'd post in 3D Showcase if you want feedback, this is the wrong place for it. One thing I'd say for your character creation and modelling is you don't generally need a showreel, high quality, still images of multiple angles is easier for people to look at. You also don't need to show wireframes of high poly work or just…
Sure It marginalizes his improvement by implying that tools and technology improve quality of ones skill-set... I think your opinion is misguided, I think bringing it up in a thread showcasing artist's improvement is crass (wasnt this already covered in the Marmoset thread?)..your elaboration is less crass, but implies the…
oh for sure..that's a given. The art direction is what makes the look, but on asset by asset level, I still suspect there's some custom shader work helping sell the look. Screenshots like this make me think it isn't your standard blinn-phong: http://cdn.escapistmagazine.com/media/global/images/library/deriv/927/927537.jpg…
I'm moving this from Career & Education to the 2D Art Showcase & Critiques section. Technique & reference discussion makes more sense there, and it should get you more feedback too. Skin coloration is informed directly by anatomy. If you study superficial anatomy in particular... muscles & ligaments & tendons & fat layers…
I liked GA because they had a lot of comps, but these days all of their comps have these insanely high polycounts and texture maps, its no fun anymore :( Somehow the art other artists post there isnt as inspiring or interesting as the art that is posted on polycount(except for the stuff they showcase)... just look at these…