There's a lot of great ideas coming out for the TF2: Polycount Pack contest and its only been TWO weeks. With the deadline 22 days away its going to a lot of fun and very inspiring to witness all the new creations as they pop up in the Contest forum. This time around we'll keep it short & sweet with 3 entries from week 2:…
I created these two busts after starting the new Ranma 1/2 show on Netflix. They’re modeled to resemble two shots from the original opening! For this project, I used Maya for modeling and rendering, with toon shaders inside Maya to achieve the final look. I then used Substance Painter to create masks and textures for the…
Senior Level Designer * Barcelona, Spain * Full-time Company Description Interested in working for an exciting company that is redefining the way people play video games? Interested in working for a world class company in a fun, and rewarding environment in Barcelona? Then Gameloft is the company for you! About Gameloft…
Hello everyone!N-hance Studio (https://www.nhance.studio/) is a gamedev team creating stylized 3D art for games. From our studio, we launched N-hance School, where we teach game art to students worldwide. We’re looking for an experienced 3D Artist who works in Blender and can record video tutorials for our school.…
What software are you using to model? Found a great article for baking right inside max, but even if you aren't it's still a great resource to read. https://www.pluralsight.com/blog/tutorials/tips-creating-perfect-normal-maps-every-time As a max user, when I'm doing PBR metal / roughness workflows for unreal I find baking…
Since my last post I have been extremely busy researching how to create a rig (as this is actually the first rig that I have created in Maya), actually making the rig and creating the textures for the model. I started by reading Animation Methods: Rigging Made Easy by David Rodriguez and Rig It Right! by Tina OHailey,…
Hi, I'm gathering research for my University FYP about the character modelling pipeline and would like to find out the variations of how people create a character. I was hoping you could tell me what your own pipeline is for creating a 3D character, for example do you create a base mesh before sculpting the high poly? Do…
This is my second submission to the Steam Workshop for Dota 2. The first one was wildly successful and this one has been a long time coming. I really went out of my box by using Zbrush to do all of the sculpts for it. I learned so much working on it and all the time spent was totally worth it. As before I started with a…
books, great part about books is you can create what you read, and its completely your interpretation. Also just seeing and experiancng a lot of things. if you ever get chances to travel do so, and let your self absorb everything possible about the culture your in and the visualises you see. Also just building up a great…
Looking good so far. I like the variation in bricks sizes. What software are you using to create this? I'd like to see more height for the bricks, they seem fairly flat. Also would be nice to get some chunky variation and cracks in the grout, like in the references. The bricks with chunks taken out of them seem to be…