We are building an immersive VR shooter game and are looking for 3 key team members to join us on-site in Ankara for a 1+1 year development cycle. We’re offering accommodation and meals covered—all you need to bring is your skill, passion, and drive. Open Positions: We’re looking for individuals with experience in one or…
I'm creating clothes using Marvelous Designer. My question is what is the right way to add thickness and how would I prevent self intersection and rig it properly for games. I'm using Unreal. I see lots of tutorials showing how to make the entire garment thick in zbrush but I don't see how this is practical or even…
Aloha, guys n gals. I'm going to be hitting up my local (and maybe not so local) companies seeking employment as a modeler this upcoming Monday. My portfolio link is here: http://wailingmonkey.com/3dmodeler/ I'm currently showing character-centric pieces, but I've also included some other items near the bottom.…
There's some issues. Sculpting this is pretty fun so far! Using https://sketchfab.com/3d-models/elephant-skeleton-911c4b93971f410dbfffc13e9f7dae41 and https://sketchfab.com/3d-models/asian-elephant-97dff9acc5164877ad590fd731cfaff1 as References.
I assume this long triangle shading gradient isn't in hi poly mesh . But it could be if its sub-div model . Most probably although it's low poly model . Easy fix would be just fixing vertex normals/ split normals or whatever they are called in your software. Here I fixed the gradients by just putting Weighted normals…
There was a white paper a while back (apologies, I couldn't re-find it) where CGTrader released their own internal research on what people were buying. Electronics tended to have a high price point, as people wanted to put in the latest iPhone into their renders, but had a sharp falloff on longevity, because it only lasted…
The thing is that now there are more and more ways to model then just traditional poly or sub-d modeling. Whereas 2 years ago I exclusively modeled all non-organics in Max and had done for years, now it's rare that I'm not GoZ hopping in and out of ZB as if it were another toolset within Max. There are so many ways to do…
I’ve recently completed a 3D model of Saitama from One Punch Man. The design captures his signature minimalist yet powerful look. I focused on achieving the iconic balance between simplicity and strength in this character. Let me know your thoughts on the model!*mod edit: removed link to store page*
Looking closer (Google Lens on your image to find a higher-rez shot) it looks to me like the white weave is bending around the holes. So I would model this with geometry, maybe three or four strands for each run, and texture each strand with a smaller weave pattern (which looks a bit like it might be a cable-knit kind of…